GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark will drink his rum ration while going through his new kit. He’s loath to feel any gratitude to Harrigan, but he’s clearly happy to have a decent set of equipment.

Fort vs Addiction: 1d20 + 2 ⇒ (19) + 2 = 21

Night Action, Rest Fully

As of just before bed Lark has 12/19 HP and his STR is 3

Lark soon finishes pawing his new toys and secures them in his locker. Like Threnody he plans to wear both the dagger and brass knife as much as possible. He thanks Sandara for her blessing, Lee for the taste of reefclaw, and then heads to his hammock.


Forces of Nature Battlemap

Still Night 10

Lehland O'Neld wrote:

Night Action = Influence Grok

Lee is going to try to kick his habit. He's seen Lark have issues with the Shackle's rum and wants to nip this in the bud.

Rather than have rum, he'll show up from the kitchen with a tankard of brandy and down it fast.

The brandy warms Lee, though the shakes do not fully subside.

He'll be at -2 through the next day, and at the next night he gets a second save at DC 5. If he succeeds that he will be fine.

Quote:


Lee will hang out with Grok. Not interested in mingling. The convo will be about his magic-y nature and how (if) it's possible to downplay it on the ship. Also, the "Peppery" issue and his reluctance to be involved in her experiments. Also, Pancakes and the fact he's my familiar. How will be best to introduce that concept.

I will post whole conversation once I have time to do so.

I'll get us started, and you can reply as you like. I'd like a Diplomacy check too.

Broaching generally the subject of magic first, and asking about Peppery, Grok chuckles.

"She's an odd one. Rumor has she's collecting parts of different things to make some kind of animated familiar called a humin-kulis? Something like that. I don't know if that's true. It is true has a weird fascination for collecting different parts of creatures, and she pissed me off once by asking me for one of my teeth. She's an impressive sorcerer--honestly? Probably in ideal circumstances for her her, she could easily fry my ass, but I still made clear it was a bad idea to f$&+ with me in close quarters, and she got the point and stayed cordial with me since. Besides...

"I don't know what all manner of weird s@&% she gets up to in her 'lab,' but she's a damn good navigator and sea-caster, makes potions that save our hides, and generally anything she's ever done has been for the good of the ship. No one on this ship has ever died at her hand accidentally or otherwise, and I couldn't say the same for a number of the other officers. That said, if your gut is to steer clear of her, I'd trust that. Just 'cause she won't kill you doesn't mean she won't get a queer idea to test the effects of a potion on your head and see if it causes a rash, or put you to work stirring some noxious brew that'll make you pass out halfway through. I personally keep my distance from her in terms of whom I spend time with, but when the ship's in trouble, I've got her back. Besides, she's a good friend of Harrigan's, and therefore not someone to tick off."

Quote:

Regarding the Reefclaw flesh that Kroop gave to Lee. Lee will divide it into 4 parts and give one share to each of the hunters before they all toddle off to bed. Everyone gets a taste.

While a bit tough because of its rather impromptu cooking, the meat is in fact very good, especially with a bit of melted butter.

"F###, that's good," Rosie in particular says appreciatively, and looks happier for it, even though she is still on the mend.

=====================

Lark:

Lark goes through his new gear and stows it, and as soon as he is done, Quarne is there, firmly insisting he get to bed. He is escorted to the "sick bed" fore of the lower deck, and he tends to him, saying he has received permission to order Lark to remain bedridden for the next day, till he is strong enough to carry more than barely his own weight.

Long Term Care, 24 hours: 1d20 + 12 ⇒ (9) + 12 = 21

Over the next day, at Quarne's brisk but careful work, Lark feels much better. (8 Strength healed, plus 4 HP for rest).

Quinn also pays him a visit having re-prepared some prayers, and uses her divine magic again on him and Rosie. "Hope you feel better, Lark." Quinn says. "You've done a lot of work encouraging the crew to work together, you deserve some support too."

Lark Strength Damage cured: 1d4 ⇒ 2
Lark CLW: 1d8 + 3 ⇒ (3) + 3 = 6


Forces of Nature Battlemap

Days 12 & 13
Weather: Fair
Events: None. I won't break down major activities, but you can come up with up to four things you would like to do for the next few days, and/or when you are ready to move to Day 14, let me know. Lark, since you're asked to rest through the daytime of day 12, you get 3 activities.

The next day comes, and the crew is back to regular routine, though Plugg tries to assign the most tiring work he can come up with. The crew's spirits are good having all had a good meal the day before.

For better or worse, Fipps and Syl appear to be on speaking terms again, and cast angry glares in your direction when they have a chance.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

The day of rest plus the healing should return Lark to nominal condition if I’m counting right.

Even after his enforced day of rest Lark will continue to take it easy. He focuses on his work during the day and does not pursue any extracurricular activities at night.

Ready for day 14.


Female Elf Bard (scholar of legends) 20

For her part, during the day Thren will attempt to get in good with the other riggers, focusing on Shortstone. At night, she'll entertain the crew.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Diplomacy (Influence Grok): 1d20 + 5 ⇒ (14) + 5 = 19

Lee's thinks back to his studies. Maybe he's heard about a 'built' familiar...
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
...and thinks that perhaps he has heard of this "humin-kulis" thing.

Though I will leave it to GMDQ to portion out the specific details.

As promised a few days ago (when Grok played "Guess Lee's History" and was mostly right), Lee tells Grok his whole story (Not getting along with the family in general. Sent on his path of 'adventure'. All the good stuff.)


Forces of Nature Battlemap

I need 2 Diplomacy checks from Threnody, and 1 Diplomacy and 1 Knowledge Arcana check from Lee


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16
Diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

I had a copy/paste error. This was supposed to be Knowledge Arcana:

What Lee mistakenly wrote:

Lee's thinks back to his studies. Maybe he's heard about a 'built' familiar...

Perception: 1d20 + 6 ⇒ (16) + 6 = 22
...and thinks that perhaps he has heard of this "humin-kulis" thing.
What Lee wished he wrote:

Lee's thinks back to his studies. Maybe he's heard about a 'built' familiar...

Knowledge: Arcana: 1d20 + 6 ⇒ (16) + 6 = 22
...and thinks that perhaps he has heard of this "humin-kulis" thing.

Erg.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

OMG!
Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18
Knowledge Arcana: 1d20 + 6 ⇒ (1) + 6 = 7


Forces of Nature Battlemap

As Lark takes it easy, Quinn checks on him a few times a day to make sure he's doing okay, and asks him questions about the reefclaws and what they were like--and if he'd ever fought anything like it before.

====

Lee, I was wondering if it was a typo. I'll take the 16 for your Arcana check. I'll in turn apply the 1 to your next Perception check.

Lee has indeed heard of a homunculus--a few wizards you have encountered had even chosen to make one for their familiar. They are constructs, and while often creepy looking, they have no innate sinister qualities: rather, they tend to reflect the attitudes and desires of their masters. The only "creature component" usually used to make them is the mage's own blood, which forges a strong bond between them. Other common alchemical reagents go into the process, but nothing terribly upsetting or unusual. This doesn't mean of course you couldn't TRY to add creature components, perhaps to make the homunculus more powerful or to replace less accessible ingredients on a ship. You can be sure that if she IS really making a homunculus, her lab must be extremely well equipped. Given the layout of the ship, she probably doesn't have a LOT of space however, so perhaps the rumor is simply that.

Grok listens to his tale, and thanks him for the openness. "You were lucky to get on a ship like the Kiss," she says. "A more merciful introduction to the sea. Things are pretty rough out here. I prefer it to the cities in the Shackles though. Since you told me your story, I'll tell you mine, although there isn't much: I grew up on the streets in Port Peril. I ran away from my 'caretakers' when I was so young I barely remember them--I just remember they hurt me. The streets were tough but I did my best to survive, and learned early on how to fend for myself. Used to be a restaurant that gave its extra food out to the homeless, and it probably saved my life once or twice when I couldn't find food elsewhere. Doubt the chef would remember one of the dozens he fed, even if he wasn't too drunk to remember anything, but I'm grateful all the same." Her eyes flicker over to the galley, where you can hear Kroop muttering to himself.

"Anyway, life wasn't easy--but it never is, is it? When I was an older child--not quite entering womanhood yet... thugs attacked me, took my meager possessions, and cut my throat and left me to die." She points to the scar on her neck and smiles proudly. "I didn't.

"A dock worker found me and let me heal up in his home. In exchange he expected me to work for him--but it was a fair deal. Learned how to track cargo, keep inventory. He was killed during a brawl one night though, and eventually I decided to get the hell away from Port Peril altogether. Harrigan recruited me. He didn't press me like you, although the way he formed the offer I doubt I had much choice--but I had no reason to say no. He likes survivors and fighters, and he saw what skills I had. Worked my way up to quartermaster pretty quickly. My job is good but..." she shakes her head... "Harrigan was always a heartless man--and that's okay, most pirates have to be--but a good captain. Smart. Effective. But we took a beating by the Chells a little while back, and between you and me--seriously, between you and me ONLY, don't even tell your friends this--he's been dancing between taking crazy risks and paranoid defensiveness ever since. None of us are even sure where we're headed at the moment--except Peppery of course, being the navigator and all. But she's keeping her mouth shut."

====

Threnody gets back to work in the rigging, and spends a day hauling sail with Conchobhar. She can tell he is delighted to get the attention--and would guess that Lark, for example, would not get the same results even if the same words were shared.

Conchobar talks about his past a bit, although erratically--he's a bit train of thought. He had taken up the life of a professional gambler, and made his way to Port Peril where gambling houses abounded. Seeing all the great ships there, he began to fantasize about a life of piracy, and you can tell his impression of the lifestyle seems to built on more romanticized tales than the reality of sea life--although he seems so obsessed with living the dream he hasn't quite noticed the reality yet. He made the mistake of gambling with Harrigan---and bet his life to him. "A bad hand of cards or a good one? Perhaps the circumstances are not ideal... but I'm on a ship! And who knows what opportunities await!"

He asks her, "And what of you, lovely lady? I say you're probably my rival for earning the position of sea-chanter, but I would want no better challenge! Where did you learn to sing the way you do?"


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren's hanging from the rigging when she answers him. "Learned from the halfling slaves I grew up around. The only people treated worse than tieflings in Cheliax are the halflings. I got along well with some of the house servants, learned a bit from them about quite a lot. Like singing." With a shrug, she keeps hauling sail.

"Before you even ask, I ended up at sea to escape slavery to my own family. I got lucky--I stowed away on a military ship that got hit by pirates, who got hit by pirates, who were sunk by privateers. That was my last ship."

"What can I say? I like being free."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark will happily answer Quinn’s questions and tell her about the help they received from an unknown source:

”You should have seen the one that got away! Seriously though, I thought we were in real trouble out there. Were you praying for us while we gone? I ask because it was a bolt out of the empty sky that helped us survive. You may not have noticed one of the ‘claws came pre-cooked. That wasn’t our doing.”


Forces of Nature Battlemap

Conchobar melodramatically clutches his chest and sighs at Threnody. "Oh, my dear, such a life you must have had. To seek the freedom of the sea. Your life will make a good song, good song one day."

He sighs again for good measure and adds, "As for the Chells... they've been showing up more and more in the Shackles. Think they want to take them as their next prize---but I doubt the Hurricane King will give them easy pickings. Stay here, my dear, I am sure that you'll have a chance to get your fill of vengeance and more."

-----

Quinn raises an eyebrow at Lark. "When I heard where you were headed, I did give a little prayer, but I have nowhere near the experience or clout with Besmara to get those kind of results. Still..." She shrugs. "I prayed because it is a holy time--when the reefclaws come to the surface to feed. And so a time that makes the reefs dangerous. Don't worry, Besmara's an odd one... the reefclaw season is holy, but killing them is just fine as you've proved you're stronger." She smiles. "And as much as I'd love to say Plugg tricked you, I expect in this case he's too stupid to know when or where reefclaws show up. Anyway, I'd take it as a sign of blessing... but it didn't come from me."


Forces of Nature Battlemap

Day 14
Weather: Fair
Events: Boarding School
No regular day actions today, the event will replace this.
You may also continue to backtag regarding prior days' activities.

When you report on the main deck for your assignments this morning, you are greeted by Master Gunner Riaris Krine rather than Mister Plugg. You've only briefly dealt with Krine, and she is a hard working but foul tempered woman who, at tense moments, has a vocabulary can make Rosie Cusswell sound like an Iomedan saint in comparison. She is a dark haired woman with her hair tied back in a scarf and a nose that looks like it's been broken many times. Her skin is leathery from a life exposed to salt and sun. She walks around--surprisingly deftly--on a peg leg that is no doubt a sign of the kind of hazards a person in her position regularly faces.

Krine approaches the three of you and barks at you in a drill sergeant-esque manner, "Alright, you scabby so-called seamen! We know you can wrestle a rat or a big lobster or two, but time to prove your worth as real pirates. We're back out into open sea--and ready to get to work, and that means taking ships that are ripe for plucking. So we've got to see you can board a ship worth a damn. If you're truly worth your salt, this should be easy for you and then we can stop wasting each other's time."

She points to the jolly boat, which some crew are preparing for launch and loading up with ropes tied to grappling hooks. "We're gonna sim-you-late a boarding exercise! We'll get in the boat, row out a ways, and then try to approach as if this were an enemy ship. You gotta throw your grapples, get a good lock on the ship, and climb over the rails. Of course as you know, an enemy crew isn't gonna make that easy. So some crew will be trying to keep you off. Nothing dangerous of course, for the purposes of this exercise, but it ain't gonna be a pleasure trip." You look over and see Fipps, Syl, and other crew at the rails preparing buckets filled with bulge muck and kitchen waste. Fipps picks up a bucket of bilge muck and gives you a big grin.

"So what are you f*#&ing waiting for? Get into the boat!"

Krine ushers you into the jolly boat, with her joining you. You are lowered to the water, and she rows you about 40 feet away from the ship, where she orders you to start throwing grappling hooks. She will keep the boat steady while you attempt the boarding action. She also mentions if you fall off the rope three times, you will earn six rope bashes.

We will do this in one round increments, as if you were in combat. You can go first in any order, and then the pirates will act if necessary, before moving on to the next round.

Each of you must throw a grappling hook at the Wormwood's rail, vs. AC 5. At 40 feet away, you take a -6 penalty to your attack rolls. As per usual, this is a standard action.

Once you have successfully hit the rail, spend a move action to tie the rope off to the jolly boat. On the next round, you can begin to climb up the rope to the rail, which is a DC 15 Climb check. You need succeed only on one Climb check per round, but can choose to double move for this one check to move as quickly as possible. Lee must succeed on three Climb checks to get to the rail, Threnody and Lark on two. Mere failure means you simply hold onto the rope but do not progress. Failure by 10 or more means you fall off the rope and have to swim back to the boat and start climbing again.

You can accelerate your progress by taking a -5 penalty to your Climb check, reducing by 1 round the time it takes to get to the rail. All you need to do is reach the rail to be considered successful. Of course, once you begin climbing, the pirates will throw things at you, which will make holding onto the rope harder.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren picks up a grappling hook, gives it a few experimental twirls, and lets it fly.

grapple attempt: 1d20 + 3 - 6 ⇒ (7) + 3 - 6 = 4

Her toss isn't quite high enough to hook the rail of the Wormwood, just bouncing off the ship and missing by a foot. "Not my best throw ever. I hope you two have better luck," the tiefling says to Lee and Lark.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

”Boarding school! That’s great, I love a good pun.”

Watching Thren’s hook fall just short Lark tries to put a little more pepper in his throw.

Grappling Hook: 1d20 + 4 - 6 ⇒ (2) + 4 - 6 = 0

The extra effort throws Larks hook wildly off target and it bangs off the hull almost at the water line. ”$#@&! I hope that doesn’t wake up the night shift.”

Backtracking to Lark’s conversation with Quinn:

Lark follows up on Quinn's comment about Besmara and reefclaws, ”I didn’t know reefclaws are sacred or that it was a special time of day. My family are all zealous followers of Iomedae. Way too zealous, really. Getting away from all that is part of why I’m here."

"Would you consider teaching me more about Besmara and her code? Even the little I’ve heard you talk about speaks to me much more than what I got back at their settlement. I wonder if anyone else would be interested if you held services?”


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

After hearing the plan for this drill but prior to climbing into the boat, Lee throws a bit of Mage Armor on himself in as secretive way as possible.
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22

Seeing his two friend try to catch a ship, Lee hefts the grappling hook and without preamble lets it fly...
Grappling: 1d20 + 3 - 6 ⇒ (12) + 3 - 6 = 9
...and scores a hit.

Lee ties off and prepares to get out onto the rope.

"We'll see you all on the ship" he says with a smile.


Forces of Nature Battlemap

Lee ducks behind a crate and casts a protective spell on himself. The group is rowed out by Krine, and while Lark and Thren have a little difficulty getting started, Lee successfully tosses his grapple and ties it off.

The pirates at the rail begin to ready their icky items for throwing.

Krine barks at Threnody and Lark, "Old Bes' t&&~, you gonna let a kneebiter half your size show you up?"

New round ding!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

grapple attempt: 1d20 + 3 - 6 ⇒ (16) + 3 - 6 = 13

"Had to get the distance first," Thren replies with aplomb. Then she ties off her own rope and prepares to start climbing, her tail lashing with intensity as she sees the pirates lining up to take their shots.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee gets out on the rope...
Climb: 1d20 + 2 ⇒ (8) + 2 = 10
...and decides that it's kind of nice out on the rope. Beautiful upside-down view of the ship and water below.

From the rope, he replies to Krine:
"I'll have you know I've never bitten a knee at all. But I am very prone to punching oversized types (humans and such) right in their..." And his voice kind of trails off.

"Wow. I hate it when I replace one size-ist stereotype with another (perfectly legitimate) size-ist stereotype."

Realizing that a long conversation in this situation is an uncommon thing, Lee shuts up and concentrates on climbing.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Grappling Hook: 1d20 + 4 - 6 ⇒ (18) + 4 - 6 = 16

"That's got it!" Lark exclaims as his hook hits home on the second try. He quickly ties off his rope and prepares to climb.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Barring any interruptions, here’s my climb check for the next round:

Climb towards the ship: 1d20 + 5 ⇒ (3) + 5 = 8

Lark hangs above the water, but his forward progress is negligible.

"You're right, Lee, it is quite nice out here. Lovely weather, nice view..."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren begins her own climb toward the railing, her tail wrapped around the rope as well as her limbs.

Climb check: 1d20 + 6 ⇒ (12) + 6 = 18

"Good day for a climb!," she laughs as she begins her ascent.


Forces of Nature Battlemap

"Suck it up, half-pint!" Krine chides Lee for his desire for political correctness on a pirate ship, "And don't wait for peach-fuzz and the mongrel to catch up to you either!" she further adds to make her point.

Still as everyone gets their grapples attached, Krine shouts, "Good, good! Now here comes the hard part."

Round 2
Lee begins to climb but gets stuck in admiration of the ship.
Thren and Lark get their grapples hooked and tied off.
The pirates ready their buckets.

Round 3 (so far)
Lark starts to climb but also struggles getting a hang of the diagonal ascent.

Threnody makes excellent progress, but this progress also triggers the pirates to begin throwing buckets of slop at her.

Pirate slop attack 1: 1d20 + 4 - 4 - 2 ⇒ (19) + 4 - 4 - 2 = 17
Pirate slop attack 2: 1d20 + 4 - 4 - 2 ⇒ (13) + 4 - 4 - 2 = 11
Pirate slop attack 3: 1d20 + 4 - 4 - 2 ⇒ (5) + 4 - 4 - 2 = 3
Pirate slop attack 4: 1d20 + 4 - 4 - 2 ⇒ (3) + 4 - 4 - 2 = 1

Most of the gunge flies wide, but she gets slapped full on in the face with a mess of half-rotted fish waste.

Threnody, reflex save DC 10 or fall off

And Lee....

Folks, I recognize we're getting close to Thanksgiving so may slow down. Let me know if you want me to speed this up, or just wait to resolve this if needed after the holiday. Thanks for making the extra checks.


Forces of Nature Battlemap

Also, sorry I missed this earlier

Lark Greenwood wrote:

Backtracking to Lark’s conversation with Quinn:

Lark follows up on Quinn's comment about Besmara and reefclaws, ”I didn’t know reefclaws are sacred or that it was a special time of day. My family are all zealous followers of Iomedae. Way too zealous, really. Getting away from all that is part of why I’m here."

"Would you consider teaching me more about Besmara and her code? Even the little I’ve heard you talk about speaks to me much more than what I got back at their settlement. I wonder if anyone else would be interested if you held services?”

Quinn gives a chuckle. "Iomedae! No wonder you ran to the sea! Besmara would be a fair opposite, nearly--though aye, she has her own code. The key things to remember: seek plunder at all times, but remember from time to time to give a share to old Bes. End your quarrels on shore. Truce ends at the horizon. And... as we say, 'thirty stripes lacking one.' The traditional punishment on many ships was to give thirty lashes for dire misdeeds--but the captain can spare the last as an act of mercy. But... if the pirate defied the captain again, he'd owe him that lash and then some. It means different things for some than others... some it is to remember to be merciful... for others it's a reminder to be mindful of debts, both in the owing and the collecting."

The auburn-haired woman reaches into her coat and pulls out a slim, tattered, hide-bound booklet with a skull and crossbones painted on the cover. "Here. I know you were given a journal, so copy this in your log and give it back to me. It's much of what I just said, and the code as they share it in the Shackles. Bes is a capricious mistress and remember for her all things are more guidelines than rules. Seek out plunder and care for your crew is the gist of it all."

She stretches. "As for services, I am not sure if it would be appreciated or not around here. Scourge doesn't like me and would accuse me of causing trouble. But if there's an occasion worth celebrating--or mourning... maybe I'll be inspired to share some ministry." She grins. "You've got me thinking on it though. Perhaps I've been skulking about too quietly."

Shackles Code:

• All crew members must obey the captain and his officers.
- However, if the captain puts a matter to a vote, he is obliged to do as the majority chooses. Every sailor has equal right to vote in such circumstances.
- The captain or master-at-arms determines all final punishments for any offense.

• Every crewman receives an equal share of food and drink, and 1 ration of liquor every day.

• Every crewman must disclose magical skill to the senior officers of the ship, and put their abilities to work for the good of the ship. Failure to do so is punishable by marooning.

• All crew get their fair share of plunder.
- Captain gets 2 shares, senior officers 1 and a half, junior officers 1 and a quarter, and regular crew 1 share.
- Any who misreports or fails to report plunder to the Quartermaster is marooned.
- The first to spot a sail gets the first choice of plunder for their share.

• A pirate does not steal from the ship or crew.
- A pirate who steals more than 20 gp worth of goods from the ship’s stores is keelhauled one time. The captain or master-at-arms can determine direr punishments for larger thefts.
- Any pirate found stealing from a fellow crew member’s personal duffle is lashed and put ashore at port.

• No gambling or betting, as such matters distract the crew from their duties and tempt them into theft.

• Every member of the crew must tend to his own kit and keep it ready for battle, or risk punishment.

• Anyone who shows cowardice in the face of the enemy or deserts in battle shall be marooned.

• No fighting is allowed between crewmates. Quarrels shall be set aside until shore leave, at which point, grievances may be settled through a duel.

• Any crew member who loses a limb in service to the ship shall be paid 750 gold pieces or equivalent goods for its loss.

• Any crewmate caught below deck with open flame, magical or mundane, will suffer the lash. Flameless lighting may be used in the interior, but no light should be visible from the ship at night if possible. Gunpowder if possessed must be stored carefully, and no crewmate may snap his gun in the hold.

• No crew is to bring aboard a husband, wife, child, prostitute or any other passenger unbeknownst to the captain. Both sailor and stowaway face marooning.

• Every crewmate must do her fair share of work, and neither shirk her duty nor pass off work to another, lest she face the lash.

• A ship’s windsinger and seacaster may rest 1 day per week, but must stand ready to do their duty on all others.

• A crewmate who suspects a hazard, be it storm cloud, sea monster, or enemy ship, must raise the alarm immediately. Any sailor who sees an unfamiliar sea creature must inform the captain immediately.

* A crewmate must not speak ill of the dead lest they summon restless spirits to the ship.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee climbs like...
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
...someone who just isn't very anxious about getting back on the ship.

I thought Lee was a round ahead of the others out on the rope. I was waiting for the sailors to shower us with slop and whatnot...


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

You got hooked up first, Lee, but you need 3 checks, not 2, to make it. I guess you got moving before the pirates were ready!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Reflex save: 1d20 + 5 ⇒ (19) + 5 = 24

Someone surely didn't check to see what they were chucking at the tiefling, because it didn't seem very slippery to her. That, and having a tail wrapped around the rope as well doesn't apparently hurt. "If that's the best you can do, it's a wonder we didn't sink when y'all were manning the bilges without me!" Thren banters as she approaches. She shakes her head to get the half-rotted fish out of her horns and hair but keeps on coming.

As we all know, I will engage in Retail Hell, layers 3-9, tomorrow, so I might be slow to post till Friday. I don't get a full day's sleep tomorrow no matter how I slice it. I will say however Happy Thanksgiving to y'all now!

Next round's climb roll.
Climb: 1d20 + 6 ⇒ (12) + 6 = 18


Forces of Nature Battlemap

The pirates are readying to throw once you crawl up to a certain point. Lee is on the rope but literally just hanging there and hasn't made much progress yet. Y'all can make your round 4 checks


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Climbing: 1d20 + 2 ⇒ (6) + 2 = 8

Or, rather, just hanging there.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]
GMDQ wrote:
I recognize we're getting close to Thanksgiving so may slow down. Let me know if you want me to speed this up, or just wait to resolve this if needed after the holiday. Thanks for making the extra checks.

I should be around except for Thursday and I'm happy to keep going as we are. Happy Thanksgiving everyone!

Climbing, round 4: 1d20 + 5 ⇒ (1) + 5 = 6

Some of the muck aimed at Thren may have hit Lark's rope; he can't seem to get any traction and is again unable to climb any further along.

GMDQ - thanks for that response from Quinn. Lark will gladly accept her offer.

Lark reverently accepts the book from Quinn's hand, "Thank you for trusting me with this. I'll get started on copying it right away."

If possible Lark will start copying that evening (of day 13, I think).


Forces of Nature Battlemap

Sorry folks! Back from breaktime. Hope hell was survivable, Lathiira.

Round 4
Thren continues to make good headway, although as Lee and Lark continue to hang farther back, she again draws most of the crew's "fire," which they wait till she gets almost close to the rail this time before throwing.

Pirate attack 1: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Pirate attack 2: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Pirate attack 3: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Pirate attack 4: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9

And one pirate manages to land a disgusting throppp! of bilge muck near her.

Another DC 10 Reflex Save. If you succeed on this one, you have reached the rail and can safely climb over next round.

Krine shouts disgusting epithets at Lee and Lark as they continue to fail to advance.

And onto Round 5.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Reflex save: 1d20 + 5 ⇒ (11) + 5 = 16

Threnody curses as the muck from the bilges pours over her and down her back. "When I get up there, I'm going to make you drink that!" More of the muck ran down her back and tail than onto the rope, so her concentration doesn't suffer too much and her grip remains sure as she concludes her trip up to the Wormwood unabated. Lee and Lark can imagine how unpleasant she'll be until she gets it all cleaned out of her hair and horns.

Retail hell gets milder every year as more people do their shopping online and retailers slowly get the point and do online sales. It was an 8 hour shift, no OT, and I got some work done that I can't do on a regular night. When I left, the crew were actually running one of the Friday trucks, so they should've had an easy night last night. My work will be undone, but it will still have helped a bit. Mostly I'm just catching up on the sleep I didn't get this week. Though my pumpkin pie levels are too low, as I haven't had any yet. My cheesecake levels are back up though!


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lathiira, I'm glad to hear you survived relatively unscathed. I wish you well on your quest for pumpkin pie!

Climbing, round 5: 1d20 + 5 ⇒ (15) + 5 = 20

Lark manages to inch closer to the Wormwood's rail. "I wonder if there's any chance they've run out of muck to throw."

For reference, rnd 1 Hook fail, rnd 2 Hook success, rnd 3 Climb fail, rnd 4 Climb fail, rnd 5 Climb success


Forces of Nature Battlemap

Round 5 summary so far:

Thren has made it and can just climb over the rail this round.

Lark is now halfway there and needs one more success in a following round to get to the rail--barring falling off from the bilge barrage.

Lee still needs three Climb successes (plus avoiding bilge barrage). (Sorry, Lee, sucks to have a slower base speed.)


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Threnody climbs up and over the rail, landing on her feet with a bit of a 'splat' as the muck has even soaked her boots a bit. Then she eyes the pirates. "Which one of you do I owe a dunking in the bilge?", she demands. "It'll take forever to get this out of my hair!"


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Seeing Threnody gain the deck Lark calls out encouragement for Lee and himself, "Let's get a move on! We can't let Thren have all the fun!"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Climbing: 1d20 + 2 ⇒ (6) + 2 = 8

"Desna help me! I'm going to have to change my address to 'ROPE' because I live here now!"


Forces of Nature Battlemap

Lark finally figures out how to shift his balance to gain momentum and gets about halfway there.

Lee unfortunately still cannot figure out how to get the forward motion thing going.

Thren climbs over the rail and chides the pirates throwing the muck.

"Oooh, my hair!" Fipps mocks Threnody in a high-pitched girlish voice, while Syl gives her a far more murderous glare. "You want a fight, I'll give it to you, you s&$@-eating wretch!" Her bucket emptied from tossing its contents moments earlier, she moves to throw the bucket itself at Thren, when Maheem shouts her down.

"Syl! 'End your quarrels on shore.'" The big Rahadoumi turns to Thren, brow furrowed in irritation. "We did as we were ordered by Master Krine, to test your mettle while boarding. You did well and are a petty fool to complain. Remember if you were boarding a real ship, this would be burning tar, and you would have a lot more to worry about than how you smell." He sneers derisively at the tiefling, then scoops up another bucket to await Lark and Lee's approach.

To make matters... if not worse, at least interesting, Krine shouts at Thren, her loud voice remarkably carrying quite well from the jolly boat: "Well done, Horns! Now you take a bucket and start tossing too. Now!"

She then chides Lee: "You've got 15 seconds to get moving, kneebiter, or you're swimming back to the Wormwood!" Krine starts counting, her hand going ominously near where he's tied off his rope.

Starting Round 6, Thren will be expected to join the bilge bucket brigade. The buckets of muck are improvised weapons (-4 penalty) targeting touch AC, with a range increment penalty of -2 to hit Lark and -4 to hit Lee (-2 after his first success).

I would like to resolve round 6, 7, and 8 and see where we stand there.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Climbing, rnd 6: 1d20 + 5 ⇒ (6) + 5 = 11

"This is ridiculous!" cries Lark and the Player ;)


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren grabs a bucket of muck and takes her place on the firing line, so to speak. Her mood brightens at the prospect of a bit of fun. "Let's see, who first?"

1 Will be Lark, 2 will be Lee.
target: 1d2 ⇒ 1

"Sorry Lark. Well, not yet you aren't!"
attack vs. Lark: 1d20 + 3 - 4 - 2 ⇒ (18) + 3 - 4 - 2 = 15

"I might regret that later." The tiefling's first shot is true as a bucket of filth hits her friend square, dousing him in the same filth she's already wearing.

*Checks character sheet.* I didn't realize I had proficiency in muck.


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Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Quit hogging all the good die rolls ;)

Reflex save vs slippery muck: 1d20 + 6 ⇒ (12) + 6 = 18


Forces of Nature Battlemap

Lee appears to be temporarily AWOL so moving us forward

Round 6

After making some progress, Lark gets stuck halfway as he is forced to dodge muck thrown by Thren. He is fortunately successful at least in not receiving the brunt of the blow.

Lee Climb: 1d20 + 2 ⇒ (5) + 2 = 7

And he receives no better luck when I roll the dice

Lee, unnerved by Krine's threat to loose his rope, just tightens his grip on the rope and stays put, in spite of her insults.

Two pirates additionally throw slop at Lark and two try their luck at hitting Lee.

Pirate 1, vs Lark: 1d20 + 4 - 4 - 2 ⇒ (17) + 4 - 4 - 2 = 15
Pirate 2, vs Lark: 1d20 + 4 - 4 - 2 ⇒ (16) + 4 - 4 - 2 = 14
Pirate 3, vs Lee: 1d20 + 4 - 4 - 4 ⇒ (9) + 4 - 4 - 4 = 5
Pirate 4, vs Lee: 1d20 + 4 - 4 - 4 ⇒ (14) + 4 - 4 - 4 = 10

Fortunately Lee's death grip on the rope allows him to swing ably away from the poorly thrown bits of slop.

Lark is not so lucky. And must make 2 more Reflex saves, DC 10

And please move on to round 7.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Reflex save vs slippery muck: 1d20 + 6 ⇒ (18) + 6 = 24

Reflex save vs slippery muck: 1d20 + 6 ⇒ (1) + 6 = 7

!@#$%$@#!!

Doused twice more Lark tightens his grip then watches in outrage as the rope slips through his hand anyway. He pancakes into the water with a respectable splash, but he's not smiling when he bobs back up and looks around to face the jolly boat.

Round 7, Swim to jolly boat

Swim: 1d20 + 5 ⇒ (6) + 5 = 11


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Who to muck with? 1 is Lee, 2 is Lark.
target: 1d2 ⇒ 1
attack: 1d20 + 3 - 4 - 4 ⇒ (17) + 3 - 4 - 4 = 12

Thren decides that throwing muck on Lark now that he's fallen into the water, while funny, isn't the point of the exercise and the other pirates may or may not share her sense of humor. The next bucket comes flying at Lee at high velocity and just misses him, the oozing filth splattering into the water just behind him. He realizes that all it might have taken was a little bit of bardic inspiration and he'd be covered in bilge muck....


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee offers Thren an age-old hand gesture, meant to offer encouragement in her new role as a muck-throwing oppressor, as opposed to one of the rope-swinging underclass.

And with that, Lee tries to move up the rope...
More climbing? More climbing.: 1d20 + 2 ⇒ (7) + 2 = 9
...and? Nothing.

Lee looks back at Krine. "I think my rope is broken."


Forces of Nature Battlemap

After yanking Lark into the boat, Krine replies to Lee, "You know, I think you're right."

And with a flick of her hand, she releases his knot and he goes flying into the water. Since he's holding onto the rope, he remains safely tethered to the ship, but there's a few terrifying moments of the sensation of flight followed by being dredged through the water. The pirates on deck laugh at the sight.

Krine hands a paddle to Lark and they steer the boat to Lee and pull him aboard. She then gets the jolly boat to the right position and re-attaches the jolly to the pulleys so all three can be pulled back up in the boat, the cranks being operated by the muck-throwing team.

Once all are assembled, Krine dismisses the four muck-throwers while Threnody, Lark, and Lee stay with her.

"Well, all three of you got your grapples attached, and faster than I thought you would. So no rope bashing. But..." she glares at Lee and Lark. "You lubbers clearly need more familiarity with the rope." She points to some ropes hanging from the foremast, tied off to the ship's rail. "So you're going to climb up and down that for the rest of the morning until I'm satisfied."

She nods to Threnody. "Not surprising a rigger has no issue climbing, but still: you didn't lose your s%*& over the s!#~-tossing, and finished the job fast. You can go wash up, and then report to the riggers as usual. Dismissed."

As Threnody walks away, she sees Plugg glaring at her, as he has increasingly begun to do whenever the one of the party is successful.

With Krine's gentle oversight, Lark and Lee are made to climb up and down the rope on the deck repeatedly -- while they are still soaking wet and shivering, no less -- for at least an hour if not more. When they finish, they have successfully climbed up and down several times, but are sore, chafing, and tired (you are both fatigued through the night). Lark is then assigned to swabbing away the spilled bilge and slop on the deck, and Lee is assigned to cleaning fish for the rest of the day, ensuring they both have their fair share in being covered in smelly gunge.

Night comes on, and is fortunately uneventful.

Night 14
Events: None
Shackles rum grants +2 alchemical bonus to Charisma-based checks, -2 penalty to Wisdom-based checks, and forced DC 5 saving throw or be addicted. The rum may be dispatched with a successful Sleight of Hand or Stealth check.
All normal night actions available: entertain, gamble, sneak, infiltrate, or influence. You can participate in a game of strength as well. You can take a night action and still be cured of fatigue the next morning.

The shift crew relax as usual. Rosie fiddles a song in the corner, and Quinn sits near her smoking a pipe. Concobhar plays cards with Cog, Tilly, Tibbs, and Samms. Jack is working diligently on Threnody's knife.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren salutes Krine respectfully when dismissed and cleans up after the morning's exercise. She doesn't bother to respond to Plugg's glare, as she's already aware Plugg's an angry little man who can cause her no end of trouble.

Fort save: 1d20 + 2 ⇒ (15) + 2 = 17

"Sorry about the morning's swim guys," the tiefling tells Lark and Lee at dinner. "And about nearly nailing you with that filth," she adds to Lee. Then the bard smiles wickedly as the turns to Lark. "Not sorry about succeeding though!" The bard downs her rum ration at that point with a jaunty teasing salute.

Night action: Entertain

Perform: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Once Thren is done teasing her friends and eating her meal, she gets together with Rosie for another duet, a spritely happy drinking song or two to keep the crew entertained.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Night 14

Lee gets down his rum, takes the required amount of ribbing and then heads to bed.

Fort Save vs Rum: 1d20 + 2 ⇒ (14) + 2 = 16

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