GM Claigeann: Skull & Shackles

Game Master Faol Mhor


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

For anyone who makes their first perception check at the indicated DC they can access the information in the spoiler. I think I'll do that from now on, post the required DC and if you make it you can check the info right away.

As for further skill checks you guys want to make, I'm okay with them to a degree, but the idea with this segment of the AP is that to make perception rolls, to make job rolls, to make influence rolls etc, it takes time and that's the function of the actions. The idea is that each player has an opportunity to make an impact on the ship rather than some players running all over in one day influencing everyone all in one go. So the 1 action during the day, 1 action in the evening and 2 night actions

@Nathan: You find that there isn't really a mess, everyone tends to eat on deck if it's not raining and in the main hold or below decks sitting on crates, barrels and pig cages if it is raining.

You don't notice any salt or anything available for the sailors and as they come to get their slop from you your attempt to encourage moral has varying results, some thank you for the food, most of them ignore you or glare at you.

You also notice that really only some of the crew seems to be low on moral, well over half the crew doesn't seem disheartened at all at Magpie's fate. Some even joke about how the sharks are probably eating better now then they are.

Some of the sailors who seemed to appreciate your attempt to buoy their spirits were two female halflings, one haggard and nasty looking halfling with an eye patch thanks you and then propositions you. To her own, and most of the crews amusement.

The other halfling female looks strong for her size and has a fancy handaxe in her belt. She pleasantly thanks you for the "%$@#ing food" and goes on her way, you notice she seems to swear a lot so her cussing wasn't meant to be derogatory.

A woman with bare feet comes through the line and thanks you with pleasant smile but not much more than that.

Sandara thanks you for dinner, but you notice she doesn't seem to keen on eating it, but she makes no complaints.

If you like your attempt at raising moral could be a performance action for the evening.


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

@Emilio:

Plugg Sense Motive: 1d20 + 2 ⇒ (16) + 2 = 18

I'll say that you can use the shirker trait on plugg and the officers however it's only +3 against avoiding any punishment,(which may come in handy) not all bluffs

After tossing Jackes body overboard Plugg sees Emilio's expression and seems surprised. He arches an eyebrow at you and glares.


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

I'll post the conversation with Sandara after I eat something, I'll try and have it up tonight so you can all then do your evening actions after or ask any further questions then.


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

If you chose to you all sit down with Sandara, Nathan you can join them as well, you've finished serving.

As you all hungrily finish your slop, the only food you've had since last evening Sandara explains that it was only a few days ago that she and a few other's got grabbed in port peril in a similar fashion. She doesn't seem to angry about it however.

"It's all about who you know aboard a ship like this, ye need friends t' watch yer back if ye plan on being around long enough to see any prize. Make no mistake, if ye get on someone's bad side their liable to make your life a living hell. So if ye can I'd steer clear o' Plugg and Scourge and not attract their wrath much. Won't have much trouble with Harrigan if ye steer clear o' him for that matter, he seems to get on without pay'n much attention to our like.

She stops for a moment and pulls out a pipe, she stuffs it with sweet smelling tobacco and gets it lit, after taking a few puffs she offers it to any of you that will share it. She continue.

"Now don't be think'n all the pie's on this ship be here against their will either, some it was forced upon, but many of them choose this life, and if yer willing it's not such a bad'n if you have the right crew and the blessing of Besmara. A good crew is a blessing from Besmara fer sure. Speaking o' Besmara's good will" She gets a smile and reaches into her pockets. she hands Jasmel a spell component pouch, to Nathan she gives a compass, to Borzin she hands him his boarding axe and to Emilio she hands him his thieves tools. "Best be careful with those..." She says to Emilio with a stern face. " but ye never know if they might come in handy, sorry I couldn't get more fer ye all but Groks got the rest. She isn't a bard sort like some on this ship but she does take her job as quartermaster serious, she can be bargained with and bought from, me I used a little guile m'self, besmara wouldn't mind." She gives a wink and a little laugh.

"Well look at me ramblin on, lets have it? give me yer questions and I'll try to best answer as I can." She takes back the pipe and puffs away.

This is a conversation where you are all involved and it's a little out of the normal flow of things, you can spend some time asking Sandara some questions you may have, she seems willing enough to happily answer them


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

Thanks for getting my axe back. You said that many chose this life, but how many are loyal to the Captain.


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 nods and flicks the compass in the air before deftly putting it back in my pocket. He gladly takes a few puffs of the pipe when she offers and nods in agreement to Borzins question. Nate puts up his hand before she answers and smiles

And as a wee little addon, who can we trust? Other then you, Ambrose and I'm gonna be workin on Owlbear soon


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

Thank you for your help

Jasmel will also take a puff on the pipe when it's passed around.
I want to make a Knowledge Nature check to determine the contents of the pipe
1d20 + 8 ⇒ (7) + 8 = 15

Is there any chance you know where my crow Corvus is? I can sense he's nearby but I'm very concerned to have him kept from me for so long

Jasmel is obviously distressed about her missing familiar.


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

Jasmel's Knowledge Results:
You figure it’s tobacco that’s in the pipe.

To Brozin she says ”All are loyal as far as a whip ‘ll take loyalty, aside from that I’d say maybe 12 to 15 of the twenty have a choice to be here and gladly took it, the other 5 are here as volunteers ye might say, and as to their loyalties, its t’ survival.”

To Nathan she responds "Well as to trust, like loyalty are fickle things, most on this boat are here for ill gotten gain, so if their gain comes at yer expense I figure that’s a price they’ll gladly pay.”

"As to who I would suggest makin nice with is probably Rosie Cuswell, she’s called Cuswell fer a reason.”

She laughs.

“Might try yer hand with Conchobhar, might be tougher to make him a friend, he’s liable to take yer money and laugh in yer face, he’s gambler that one, professional he claims. Those two came aboard the same time I did in a like manner as you, with Crimsons Cog, but he opted fer the life he did.”

She takes a long puff on her pipe.

“Barefoot Samms is a decent one, she’s a fisherwoman forced into the trade.”

“There are a few others, decent sorts as far as pirates go, Tilly and badger, a drinker and a grump but not bloodthirsty like most.”

“Jack Scrimshaw’s a good lad, impressionable but still lookin to belong someplace, then I suppose there be Ratling Ratsberger and One eyed Giffer Tibbs. They steer clear oh Scourges goons. But mind you most a the one’s I’m a suggesting aren’t the movers and shakers on board, in fact I’d offer some free advice and tell ye to steer clear a the officers all together if ye can, they aren’t liable to take kindly to ye wasting their time. To them yer just meat that coems and goes. Grok’s a different sort however, really rough around the edges, superstitious as they come, but if you can get on her good side a good friend i’d bet, her and fishguts both love a good drink, a good drink mind you not this swill their about to give us.”

Just then one of the crew and scourge come by with mugs of rum, and starts handing em out to the crew, Sandara takes hers and starts to sip. Scourge doesn’t hand any out he just watches.

She take a minute to think as she sipps her rum.

The pirate thrusts Mugs of rum into each of yer hands and tells you to drink up.

”Best drink up, they don’t take too kindly to rejecting their hospitality. And as to Owlbear I’m not sure, don’t know him much, know there aint much there to get to know, dump as a puffer fish that one, but strong.”

To Emilio’s question about Plugg. ”Not sure how Plugg became first mate, I’ve only been here three days m’self, Harrgian treats em like a son, but I notice it’s more like a young son, doesn’t seem to let Plugg in t’ the inner circle if ye know what I’m saying. Trusts em with the running o the ship though, so don’t expect to go cryin to Harrigan if Plugg be treaten ye harsh.”

To Jasmel she answers, ”Corvus eh? Nope, no ravens about here that I’ve seen. But if it’s got feathers I’d take some time to talk to Fishguts, any animals on board are usually sent to fer the stew. Ye could always try and talk with him in the evening but he’s probably past our drunk by now.

Each of you can ask another round of questions if you like.

Also in your next post let me know if you drink the rum or not, or what you plan on doing with it, if you drink it roll a fort save and roll a 1d4 and a 1d8, if you want to ditch it without being seen you need to roll sleight of hand or stealth

Also post your evening action your are planning to take after the conversation with Sandara from the evening/night time action list on the discussion page


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

Nathan nods through the list of people, slowly building his own list of folk he should talk to, starting with Cuswell and Grok. When the rum appears in front of him Nathan sniffs the putrid fluid and looks up to Scourge.

With a sure hand he grabs the cup and fakes a drink, using his asking a question as a misdirect while pouring it stealthily onto the floor next to him.

1d20 + 3 ⇒ (1) + 3 = 4 Stealth

What of yeself lass? Married to man, woman or sea? I know a source of a good story when I see one and you, madame, are a good story I'd love to hear.

When it becomes obvious that Nate is missing his mouth with the drink, he will act shocked and slightly embarrassed then take a drink.

1d20 + 1 ⇒ (10) + 1 = 11 Fortitude
1d4 ⇒ 4
1d8 ⇒ 7

After some discussion with Sandara, Nathan (for his evening activity) would like to entertain the crowd with a story of a long lost pirate prince and the discovery of his life time.

1d20 + 2 ⇒ (8) + 2 = 10 Int check (Barroom Storyteller trait) to remember a good story
1d20 + 4 ⇒ (9) + 4 = 13 Profession Storyteller


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))

When offered a drink Emilio will accept and take very small sips, though makin it look like gulps then pour his pint into borzins mug slowly so as not to get suspicion. he looks like he needs a stiff drink more than me anyways

Stealth: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 (fatigued)

Emilio will take a look around memorizing faces so that he can remember them later. do you know any stories about the captain? Is he worth following?

Emilio listens to the stories of Sandara and Nathan like nothing else could phase him.

In the evening Emilio will go to sleep, exhausted from the day that just happened. He thinks of what to do. Whether to form a mutiny, or burn the ship down, or join happily. Whether to sneak off, or just do responsibilities. A lot of plotting needs to be done tonight.


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

@Emilio: To pour the rum into Borzin's mug it would require a sleight of hand because it's engaging someone else in the activity. so your bonus would be 7 instead of 12, stealth for trying to ditch it some place else. So your total would be 21 instead of 26.

Scourge Perception Check: 1d20 + 1 ⇒ (18) + 1 = 19 He doesn't notice

@Borzin: You can make a perception check to see if you notice Emilio dumping the rum in your mug.

@Everyone: Whenever you drink the rum you get 1d4 charisma bonus for the 1d8 hours but are also fatigued for the same amount of hours, That means if you attempt any evening activities you will be fatigued, and if you are fatigued from work you will become exhausted.

@Nathan: You clearly do not deceive Scourge with your attempt at dumping your rum or for that matter anyone else,

"Careful!! It's six with the whip." Sandara hisses at you but it's too late, Scourge has seen it.

1d20 + 6 ⇒ (15) + 6 = 21
1d3 + 2 ⇒ (2) + 2 = 4 Nathan you take 4 Non-lethal as the whip cracks across your shoulder leaving a huge welt.

Before any of you can react, Sandara steps in the way of Scourge's second lash, having known the blows would come.

1d20 + 6 ⇒ (9) + 6 = 15
1d3 + 2 ⇒ (3) + 2 = 5 Sandara takes 5 non-lethal as the whip gashes her arm with a small cut and a large red welt.

She Cusses "%^$@"

Scourge yells, "Get outta the way ye witch er ye'll get em all!"

"Come on Scourge, isn't it obvious his slower than a sea urchin, and wouldn't know the broad end o' an anchor. By Besmara's blood let 'em off , he'll learn. He's new to the life and doesn't know t's a cardinal sin t' ditch yer Rum."

A brief pause takes place where Scourge and Sandara glare at each other.

Perception Check DC 20:
You notice hatred in Sandara's eyes and you figure there is more to the story than just a simple dispute, you figure these two have some bad blood but Sandara might have the upper hand or something on Scourge.

"Next time its the cat fer him, and you Sandara, he's the daftest one we had yet and trouble t' boot. I'll not have a Dandy like him think'n he's smarter then he is. Ye hear me!

Scourge looks at the rest of you and says,

"Seeing as ye all seem as thick as Barnacles, let me spell it out fer ye, it's six fer the first time ye get caught ditch'n er dump'n, tis six with the Cat fer a second go. Ye've all been warned so there be no excuses ye hear....&^#$in lubbers" He turns to leave.

Sandara sits back down on her barrel nursing her arm with a sour scowl and a grimace.

"&%$@ me that stings, she says, and damn it if I haven't sought Besmara's Blessing enough already today to fix ye all up earlier. Listen, i'll watch yer back but if yer gonna pull $#@% like that, and let yer mouth run either, I'm not above lett'n ye get what's come'n yer way, ye hear."

She sigh's and lets a smile creep back on to her face again.

"In any case she says,"

Clearly taking a big gulp of her rum

"Where are we?...Ah yes, my past, well the evening's gett'n on and I think I need to rest, but what I will say is that I grew up in Hell Harbour and became a devote follower o' Besmara the pirate queen,"

At most of your confused looks she explains with a sigh.

"She be the Goddess oh piracy, strife and monsters o' the sea... Lubbers! Anyway, left fer m' own reasons, found m' self dragged aboard in port peril, and now I'm off on a grand adventure of piracy, what better way t' worship the Goddess then that eh?"

as to Emilio's question, she says

"Don't know much about the man m' self, haven't met many on this ship who've been with em long. Some o' the officer's knew him from before but can't say they've been too free with their tounges about their own past let alone the captains.

Unless Jasmel and Borzin have more questions for Sandara she'll say her good nights and head to bed herself.

All around the hold some of the pirates are sitting and entertaining each other with gambling or stories.

Once Borzin and Jasmel post their evening activities I'll resolve them all.


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 she is done, Nate will stand respectfully and apologize for her wounds. He sits back down, taking a sip of his rum before stroking his chin and feeling the rough stubble growing.

Seems like me mission here is to get everyone whipped. At least I got some this time.

Other then his plans to get some folks on his side with his entertainment plans tonight, Nathan will generally keep to himself and lay low.


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

Borzin's perception is -1 so he doesn't notice much

Borzin takes his mug and chugs the rum

Fort1d20 + 1 ⇒ (5) + 1 = 6
1d4 ⇒ 1
1d8 ⇒ 1

After Sandara leaves Borzin will quietly talk to the other three.

It looks to me like none of you want to be here anymore than I do. I want the pirate life but not under this captain. Maybe between the four of us we can sway enough of the crew to change things

I hope I'm right about these people or I'm next on the list to be keelhauled

For this evening Borzin will sleep and think of what to say to Barefoot


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

Perception check
1d20 + 2 ⇒ (17) + 2 = 19

After seeing what happened to Nate for trying to ditch his rum she decides to sip at hers.

Fortitude check for the rum
1d20 ⇒ 3
1d4 ⇒ 3
1d8 ⇒ 6

In response to Borzin:
Well that's the start to a plan, and a better one than workin ourselves to the bone so we can be lashed for someone's entertainment.

Gives an apologetic look to Nate.
To Nate:
I'd be a lot more use if we could find my familiar. From what Sandara says it sounds like your new buddy Fishguts is our best chance for finding him. Would you talk to him for me and see what you can find out?

Jasmel will sleep for the evening and the whole night.

Looks like I failed the rum check when Jasmel was already fatigued from scrubbing the deck. I'm assuming that'll make her exhausted. Will she be back to normal by morning or still fatigued?


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 nods at Jasmel and, while idly stroking the stubble on his chin, looks up at the other three at the table.

I will check for your raven lass, but I dunnae remember her. I'll talk wit Ambrose about her in the morn. As for swaying the crew over I would say that's a good bet. We could also try to set up some of the more undesirable and loyal chaps. Nate looks at Emi Think ye'd be down for a little more mischeif pal? . Nate grins wide and keeps his head low, trying not to draw any attention to himself.

I'll talk wit who I can, but I got a feelin they're close to makin me walk a very log walk off a very short plank. So I'm going to lay low just for a day or two, until I'm back under their scopes

Nate takes another swig of his rum and with a grimace chokes it down. He then would like to try to tell the story to entertain.


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))

it's probably a good idea for all of us to pay low for a bit. Get the lay of the ship. A hating made plan is a failed one. I suggest we sleep on it at least.


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

I'm ok with keeping low while we explore the ship and find out what we're up against


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

@Nathan: As the evening’s entertainment gets underway you call some sailors to hear your story and a few gather around to hear your tail, Rosie Cuswell the short and strong looking halfing, and Crimson Cog, a human with a Blue Varisian bandana wrapped around his head, look eager to hear a good story. You remember story folk tale that you figure might grab the attention of the crew. But as the story reaches It’s climax Crimson Cog and a few others get up and leave board by your rendition. Rosie sticks around a bit more but leaves quickly afterwards. None seem to impressed by the choice of story or the delivery of it.

@Jasmel: You are automatically exhausted by taking the rum if you are already fatigued, the fortitude save was to see if you have an addictive personality and sorry to say...you are now addicted to Rum! When you’re benefit from the rum runs out, in this case in 6 hours, you suffer a -2 to your CON until you make 2 consecutive Fort saves at DC 5, but you can only make those saves after 24 hours of not actually drinking Rum.

@Emilio: I’m assuming you are going to bed?

@Borzin: let me know if you want to take any evening actions. If not I’ll assume after you guys finish this conversation you go to bed. Even if I post the next turns you aren’t done the conversation you guys can continue talking.

Everyone I’m going to assume then that most of you are going to head to bed and not take a night action?


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

@Krank: You wake up with a bag on your head and a splitting headache. You feel that your arms are in shackles and your body feels like with was run over by a wagon.

You hear a noise above you, foot steps and a bang as a door opens almost above your head.

"Yeah, I think this bruisers awake know scourge.

You hear several footsteps descend some wooden steps and the bag is ripped off your head. A tall skinny man with golden teeth and a nasty sneer looks down at you.

"Gave m' boys a rough go last night, Maheem says he almost lost a tooth and Patchsalt was saying we ought to just toss ye overboard with Jackes"

The tale man motions a mean looking tall dark man towards you with a bowl of some nasty looking food.

Before I let you losse i'm gonna lay out the sitation fer yeah. I've had enough of new recruits getting uppity already today so I have no desrie to get into another round with ye. Ye give me any trouble and it'll be six with the lash and 24 hours in the sweatbox yeah hear me."

Yer on a pirate ship called the wormwood under the command o' Barnabas Harrigan and his first mate Mr. Plugg and ye been recruited despite yer best efforts last night to resist. In any case we're going t' make ye into a pirate whether you like it or not. Tonight ye'll spend the night down here and in the morning they'll fetch ye up to get to work as a swab on deck. Ye'll answer to me, Master Scourge t' you.

If ye want to escape give it a go, we be a day out at sea with no place to go and enough pirates on board to take a brute like you down a peg er two again. Ye hear me? So can I let you loose or am I gonna have trouble from ye?

Krank, you don't remember anything of last night but what happened was you took a beating by four pirates, you ended taking 6 points of lethal damage and they knocked you out. You can take a free action to respond to Scourge. Which mostly means you can talk. Your hands are still locked to a wooden wall with metal chains.


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

As everyone takes a seat, Nate curses to himself.

These folks will probably want a more lewd story next time. I'll figure'un out in the morn. .

Nate will walk away with a shrug and after helping Ambrose out with the clean up, head to his bunk and pass out for his first night.

I really hope I can get used to this life. Looks like I'll be here a while.


Male Half-Orc Barbarian HP 14/14 AC 15 CMD 17 Flat 13 Touch 12 F +4 R +2 W +1 Init +4 Perc +5

Krank stares deep into scourge, almost through him to the wall behind.

I'll behave until I break you


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))

yep sleep time


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

@Krank - The tall Mawangi man named Maheem unhooks your shackles and kicks a bowl of food to you. They also hand you a mug of rum and stand there expecting you to drink it while they look on.

If you choose to drink and eat and then get some sleep then we'll move to the next day. If you want to do anything else go ahead. I'll run it at the same time but I'll move the other's forward.

You need to roll a d4 for charisma bonus, a fort save and 1d8 for fatigue duration if you want to drink the rum.


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

The rest of you head to sleep and the morning seems to come to quickly. Before you went to bed however you were each handed a key and given a small locker to store anything you want. It will stay in the lower hold where the crew sleeps

Jasmel you are suffering from withdrawal -2 Con, Krunk you would have healed a bit last night but you still have some wounds.

You all slept in the lower hold on hammocks strung between the bracing. Krunk is roused from the bilges, the lowest part of the ship, and brought up through a hatch to the lower hold as well where you each grab a quick breakfast biscuit and some water.

The Bell rings from the deck above indicating that shift is starting soon and you all need to get up on deck. Most of the pirates are up and out of the hold before you all realize what's going on.

As you move towards the stairs to catch up with the other sailors Fipps Chumlett, Slippery Syl, Aretta Bension and Jaundice Jape are waiting in your way. As you approach Fipps gives Borzin a shove in the shoulder "What's the big hurry?" He laughs along with the other three.

A number of the crew at the top of the steps seem to have stopped to see what's going on but don't appear to be involved.

Krunk you are there as well but further back than the other four. The other four seem to be the ones Fipps is talking to not you.

Each of you can take a standard action


Male Half-Orc Barbarian HP 14/14 AC 15 CMD 17 Flat 13 Touch 12 F +4 R +2 W +1 Init +4 Perc +5

Krank grabs and inhales the bowl of nasty food.

Well I have had worse, I hope the rum helps get it down

Krank grabs the mug and throws it back in one gulp

Cha bonus 1d4 ⇒ 2 Fort save 1d20 + 4 ⇒ (7) + 4 = 11
Fatigue duration 1d8 ⇒ 3


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 tries to size them up, trying to see strengths weaknesses, equipment (are they armed). Perception: 1d20 + 6 ⇒ (4) + 6 = 10 + 1 for hidden things.


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 are unsure if they have any weapons hidden away but they appear to have no weapons in their hands at this time.


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

I really want to hit this guy, but we're trying to stay low

Just get out of my way so I don't have to hurt you

Intimidate roll 1d20 + 6 ⇒ (11) + 6 = 17


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

Fipps let's out a hearty laugh at Borzin's comment and his large sweaty belly bounces in time. The other's chuckle and Jape seems to make a snorting sound. "We'll if'n Jape here had a tongue he'd be tell'n a tale o' how ye throw punches wider then prow to stern. Yer more liable to hurt one oh yer mates here rather then one o' us."

The pirates make no effort to get out of your way, but they make no motion to attack either. Aretta spits on Nathan's boot.


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

Nathan looks over the four pirates and shakes his head. He resolves that he will not get involved and that lasts until the spittle drops on his boot. Nate looks down at his soiled leather and back up at the miserable soul that dares spit on it.

Listen you miserable motherless sods. Yeh wanna make our lives harder, I can see that. I can also understand that. But here's the thing you toothless jabberwocks do not understand. With a thought, a word and a flick of my wrist I could knock you all flat on yer arses. Now move before the ship suddenly starts missing a couple of its established crew. And if yer afraid yer jobs wouldn't be adequately filled, no need to worry. I'm sure there is no short supply of inbred, toothless, sister lovers in the next port.

Nate glares and waits for them to part.

1d20 + 7 ⇒ (11) + 7 = 18 INTIMIDATE


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))

Aid another to nate's intimidate. 1d20 + 3 ⇒ (13) + 3 = 16

and this time he won't hit me and y'all will be having some holes in you're arteries while to fall into your eternal slumber. Which honestly I wouldn't mind taking some lashes or spending some time in the box for. So either get outta the way or say a quick prayer to whatever diety you serve. That's all the choice you get!

That should make Nathan's intimidate 20


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

With the combined verbal onslaught you manage to visibly shake their confidence. They even appear to waver and Aretta looks like she's ready to head the other direction, but Syl hisses at her and the Aretta stays were she was though they all look less confident in thier purpose now.

You've manage to make them shaken for 2 rounds. Also Jordan and Nadia so they havn't been able to post

Jasmel Casts guidance on Borzin.

As soon as they hear Jasmel start to mumble Fipps eye's go wide. "One of them magic user's is casting!"

He can't detect magic, but in the close confines of the hold he can tell when a person is casting a spell with a verbal and somatic component and he jumps to the conclusion.

The four pirates move to attack, none of them are carrying any weapons and none of them go for any weapons. "Lay into em!" Fipps says.

Jasmel Init 1d20 + 2 ⇒ (4) + 2 = 6
borzin Init 1d20 + 6 ⇒ (11) + 6 = 17
Emilio Init 1d20 + 3 ⇒ (11) + 3 = 14
Nathan Init 1d20 + 3 ⇒ (10) + 3 = 13
Krank Init 1d20 + 4 ⇒ (1) + 4 = 5

Syl Init 1d20 + 2 ⇒ (9) + 2 = 11
Aretta Init 1d20 + 2 ⇒ (8) + 2 = 10
Jape Init 1d20 + 2 ⇒ (13) + 2 = 15
Fipps Init 1d20 + 2 ⇒ (14) + 2 = 16

Init Order: Borzin, Fipps, Jape, Emilio, Nathan, Syl, Aretta, Jasmel, Krank.

I'll post the map shortly


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

Awww, was hoping not to fight...

Over it! Let's brawl!


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

ROUND 1 MAP LINK

:)


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

This time these bastards are going down

Borzin goes for the one-two punch at Fipps

1st attack with guidance 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
2nd attack 1d20 + 3 ⇒ (11) + 3 = 14

dmg rolls if I hit
1d3 + 1 ⇒ (2) + 1 = 3
1d3 + 1 ⇒ (3) + 1 = 4


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

Brozin connects with two sold blows to Fipps Jaw Fipps takes 7 points of non-lethal damage

Knocked for a loop Fipps stumbles for a second but regains his balance and shifts his weight into a wild punch at Borzin's head.

Punch 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 Dmg 1d3 + 1 ⇒ (2) + 1 = 3 Non-Lethal

The blow hits connecting hard with Borzin's ear, knocking his hat off his head as well. Your AC listed is 17 however I am guessing that the 17 includes your studded leather which has been appropriated from you so he hits

Jaundice Jape the mute half-orc grunts as his meaty fist comes swinging towards Nathan.

Punch 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19 Dmg 1d3 + 1 ⇒ (2) + 1 = 3 Non-Lethal

The hit is solid and knocks you hard in the jaw.

Emilio then Nathan, Jasmel and Krunk you can let me know what you are going to try and do as well If you like, it will just run in sequence with your move. Just so you don't have to wait.


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

What is the HP situation right now? Have we regained some from our sleep last night? Also, what is the status of Hero Points? If I wanted to, say add to the DC required of a certain spell, could I spend a Hero Point on that or are we to forgo them? If the points are in affect, then I would like to add to the DC of my Colour Spray.

Nathan takes the punch and slowly looks up, wiping the small amount of blood off of his lip.

I did warn ye, ya ignorant fools. Ye do not know with what you are testing.

Seeing that they are alone in the lower decks, Nate will take a 5-foot step back and cast his Colour Spray directly in front of himself, hopefully catching all of the pirates in the cone and none of his allies. (Will save DC 14)

Nate will also keep a wary eye on the huge half-orc standing just behind his right shoulder, wondering if this ragged creature will help or hinder in any way.


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))

Seeing the aftermath of Nathan's color spray, Emilio springs forward attempting to strike at any that are still standing, preferably one who is flatfooted, and if that doesn't work attempting to get into a flank. Emilio attempts to jab at the pirates throat with his fingers.

Attack: 1d20 + 1 ⇒ (13) + 1 = 14. Damage 1d3 + 1d6 ⇒ (2) + (1) = 3. 1d6 for sneak attack

Why must pirates always have to fight? It's just so unnecessary.


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

So HP are whatever you are at after yesterday but you would have healed as normal for a full nights rest. As for Hero points we aren't going to be using them.

Nathan steps back after the blow and stretches out his hand, a blast of colour and light hits all four of the attacking pirates

Fipps Will Save: 1d20 - 1 - 2 ⇒ (9) - 1 - 2 = 6 (-2 for Shaken), Fipps falls backwards with a thud.

Syl Will Save: 1d20 - 1 - 2 ⇒ (19) - 1 - 2 = 16 (-2 for Shaken), Syl manages to cover her eyes in time and resist the onslaught.

Jape Will Save: 1d20 - 1 - 2 ⇒ (10) - 1 - 2 = 7 (2 for Shaken)
Aretta Will Save: 1d20 - 1 - 2 ⇒ (1) - 1 - 2 = -2 (-2 for Shaken), Both Jape and Aretta collapse to the ground.

Emilio seeing his opportunity rushes Syl while she is still blinded by the flash and tries to deliver a hard blow to the beautiful woman's neck. She sees it coming but not only manages to block the blow slightly. Syl takes 3 non-lethal.

Standing there on the last step she sees her friends drop and Syl turns to run attempting to get away but tries to deliver a hard kick to Emilio first.

1d20 + 3 ⇒ (7) + 3 = 10 Non-lethal 1d3 + 1 ⇒ (3) + 1 = 4 Emilio manages to dodge the blow easily.

Syl disappears up to the next floor, some of the pirates who have been watching from the top of the stairs jeer and laugh at her as she runs and at her mates passed out on the floor.

Jasmel and Krank are free to act now and chase syl, if they choose not to then you can make your way up on deck for the work day.


Male Half-Orc Barbarian HP 14/14 AC 15 CMD 17 Flat 13 Touch 12 F +4 R +2 W +1 Init +4 Perc +5

Seeing what could have been a very exciting brawl fizzle before it had started Krank heads up top while saying

That was boring.


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 will look over the unconscious pirates and scoff slightly. He turns to his allies and bows slightly in apology.

Looks like we may be getttin some punishment for this guys. If they pull another 'punish the whole for the mistake of one' again, I am deeply sorry.

Nate, before heading up the stairs would like to drag Jape over to Fipps unconscious form and slip their hands under each others pants. Then with a misceivious shrug, will walk confidently up the stairs to go to work.

As he passes the pirates at the top of the stairs, Nate will flourish slightly towards the lower deck.

T's truely a sight to behold down there mates. He all should go take a look!


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

Waiting on Jasmel's action before you guys head upstairs. If she chooses not to do anything by tomorrow I'll update then.


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

Thanks for waiting

Not so fast you slippery *&%$#!

Jasmel chases Syl up the stairs and as soon as she is in sight she'll scream

Ear piercing scream DC 15 1d6 ⇒ 1 sonic damage


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

Will save:1d20 - 1 ⇒ (6) - 1 = 5

Syl runs across the mid deck and up to the top deck just as Jasmel hits her with the scream. Syl trips and stumbles and disappears up onto the top deck where most of the grew is gathered.

"What's wrong with you, never seen you so clumsy before Syl?" A pirate says with a laugh from the top deck. A few others chyme in above deck.

Syl is dazed for one round and takes 1 point of dmg

with no more clear opposition all of you are able to make it up on deck all though Nathan's gallivanting holds up the group some you are all able to make it on deck before the last bell signalling work.

By the time you get up there syl seems to have recovered but she is glaring at you all with a murderous gaze, however she doesn't say anything to anyone.

Perception Check:

DC 15:

Scourge looks none to pleased to see you, he seems a bit miffed that you all made it to work on time.

DC 20:

Scourge also seems miffed at Syl for some reason and she is avoiding eye contact with him.

Plugg Doesn't seem to know or care what happened or whats going on.

@Krunk, Jasmel and Emilio- Scourge Yells at the three of you. "You, the ugly orc, the wench and the small man, ye be working fer me,ye'll be in the bilges manning the pump and cleaning it out."

A pirate will show you back down to a small room at the bottom of the ship. It's were krunk spent the night and it's just down a hatch on the lower deck where the rest of you slept, it as about a foot of water in it and you must pump out the water. It's hot muggy and sweaty.

Strength Check and a Con Check are required. Day time action options are as normal. See the discussion thread for work options.

@Nathan- you make your way to the galley and find Kroop up and around working away. He orders you top side and gives you a harpoon telling you to hunt for some big sea turtels. Survival or Profession (fisherman) check. can choose a day time action

@Borzin- Plugg orders Borzin up the mainsail, you'll be raising and lowering the mainsail as needed.

Profession (sailor) check and Constitution check, can also take a daytime action.

As you all head off to your tasks the three pirates who found themselves in an awkward position below decks have roused themselves and made their way on deck.

Plugg curses at them and screams at them, assigning three lashes for each at the bloody hour for being late to duty. All three of them watch you all with murder in their eyes.


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

Perception Check: 1d20 ⇒ 3

Nathan will grin smugly at Syl, but will not notice anything. As he heads down stairs, he'd like to keep his ear open to the rumors floating around the crew. Mostly, about this mornings encounter.

When he finally makes his way into the Galley and Ambrose hands him the harpoon, Nate will look at Ambrose pleadingly.

Oh come on Ambrose, surely ye've to be kidding. I'm a cook, not a blasted fisherman. I barely know which end is the business end!

Nate will sulk off after his complaint and head up the stairs to the deck, immediately trying to find a rigger or swab that can help him out. Upon seeing Rosie Cusswell scrubbing away, Nate will walk up to her and ask her for help as well as use the opportunity to chat her up.

I'll use my survival for my daily chore while using my daily to influence Rosie.

Survival (for Work): 1d20 - 1 ⇒ (18) - 1 = 17
Diplomacy (For Influence): 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17


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

Perception check 1d20 - 1 ⇒ (9) - 1 = 8

Profession sailor check 1d20 + 4 ⇒ (6) + 4 = 10

Con check 1d20 - 1 ⇒ (2) - 1 = 1


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

Borzin will try to sneak through one of the four doors and check it out for his daily action.

Perception check 1d20 - 1 ⇒ (20) - 1 = 19


Male Half-Orc Barbarian HP 14/14 AC 15 CMD 17 Flat 13 Touch 12 F +4 R +2 W +1 Init +4 Perc +5

Perception 1d20 + 5 ⇒ (2) + 5 = 7

Strength 1d20 + 3 ⇒ (19) + 3 = 22

Constitution 1d20 + 2 ⇒ (7) + 2 = 9

As a daytime action I will observe the crew to see who the tough guys are and who might be good for a scrap.

Perception 1d20 + 5 ⇒ (8) + 5 = 13

To Jasmel and Emilio. What is going on around here?


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

Borzin Only:

During the day when nobody else is looking you manage a quick look through one of the doors under the fore deck on the the main deck.

You look inside and see a room that looks like it's some quarters that house about four people, you assume this would be the officers quarters.

There are doors to what would have to be small rooms on both your right and left. Both doors appear closed. there are several hammocks and sleeping mats about the room and there are four footlockers along the wall as well as the occasional personal item but nothing of visible value at first glance.

There is a set of stairs in the middle of the room behind the fore mast beam that runs from roof to deck.

before you can go further into the room you notice a side door on the left opening and you quickly close the door.

You manage to perform your job well enough to go unnoticed. By the end of the day you feel extremely tired from a hard day on the main sail. You are fatigued

Krank Only:

You are surprised by how hard the work is in the bilges, you manage to keep up and finish the task but you are fatigued by the end of the day.
affected by the Condition: Fatigued

You look around for a good brawler or fighter but you aren't able to tell much about the other pirates. You are also below decks and don't get much of an opportunity to see other people than Emilio and Jasmel. Scourge checks on you all occasionally through out the day.


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

Nathan Only:

Success, about midday while watching the waves you see a large leather back turtle coasting through the water. With a hard toss of the harpoon you catch it in a fin and are able to drag it on board. by mid afternoon you have two fine specimens for the cook pot.

During the day Rosie stops by to see your catch and she compliments you on embarrassing Jape and Fipps. "Those $%@&ing %@*^ers deserved what they #$@&ing got." You are able to strike up a hardy conversation with ease and by the end of the conversation she seems amiable enough.

She also lets on that she's a bigger fan of tall tales than folk stories and makes mention that crimson cog seems to like dark tale. As you talk about entertainment she grumbles a bit and curses about Grok having her fiddle in the quartermaster store and not being willing to give it back cheap.

All in all its a fine conversation, a fine days work and even some fine weather.

If you like you can ask Rosie a question. Her attitude has moved from indifferent to you to friendly

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