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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Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"So, were we just asked to murder a marsh giant as a test of our strength and skill? Was he some sort of offender? And how exactly does one offend in a hive of villainy such as this? Other than to be a foreign agent, perhaps. Best we all be cautious. This is not a time to allow any weakness to be seen."

Kahuranga will remain in his sailing rags. Let the talkers shine. As a scrawny wind tussled magician, best he not appear too effete.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam shifts back to his "normal" self and smile as the others get organized. He, himself, doesn't know or care much for cleaning or changing clothes, so he tries his best.

As Kahuranga asks about the giant, he chuckles for a moment. He really and evidently couldn't care less about the creature - he took no joy to help eliminate it but at the same time has no remorse. Yet, he speaks in a friendly tone.

I guess t'was the test, mate. Or maybe he was just tha' expendable thing tah' be used. Should we care? Dunno. If we start carin' much we might be tha' next expendable thing, ya' know? - his eyes thin - But ya'r right on that we must be cautions. Always, mate. We're not welcome, just tolerated. And between us - I jus' tolerate'em too.


Forces of Nature Battlemap

"Oh, I'm sure a stinky giant named 'Fishpork' was an exemplary hero of the realm, and we villains have just robbed Port Peril of his magnanimity," Quinn retorts to Kahuranga. "Look, he had smart enough tactics to be capable of a fair amount of reason, he agreed to the fight, and he nearly killed three of our number in a few seconds. He probably at best was an arena fighter here who got a swifter and kinder death than he ever would have otherwise. I'm not going to lose sleep over him." She adds, a yearning glint in her eye, "Especially not with Free Captaincy this close."

To the others' discussion of fashion, Quinn notes, "I expect like most pirate affairs, this is a 'come as you are' sort of deal. Dress how you want to be perceived, or how you feel like expressing yourself. As you've guessed, this is all about making the impression you want to make--and not being taken for a fool."

The party gets dressed, or not, and Quinn attends to your wounds, dressing those as well. And then you return to the Gatehouse, where you chariot--rather, ship, awaits.

You are ushered aboard by various piratey looking guards, and soon enough you arrive at the Fortress known as Lucrehold, on an island overlooking the city proper. The sun getting low, Port Peril seems to wink at you as various lights and lanterns begin to be lit along the coast.

A large and impressive guard, with a huge sword but also a spell component pouch, checks your invitation and waves you through. Passing through a large entryway (that could be easily set up with various defenses in case of attack), you walk through a huge pair of doors into a massive, circular banquet hall. Tables of various shapes and sizes fill the room, while at the opposite end of the doors is a tarnished bronze throne, cushioned with what you guess might be sharkskin, raised up on a dais. Sitting upon the throne is a middle aged man with a long, unkempt black beard who looks more pirate than king--long blue coat and tricone hat and all. Still, as he raises his hand to order more rum, you see said hand is entirely skeletal. That, indeed, is Kerdak Bonefist, the Hurricane King. Only he sits upon the dais, his own personal table of food beside him. All else gather around the tables spread throughout the room.

Though you are not and will not be the last to arrive, the room is already filled with a motley company--some very elegantly attired as some of you opted to be, some clad in little more than leather and spikes, and everything in between. All are definitely pirates, and all are armed to the teeth. Few even glance up when a tired steward announces, "Lark Greenwood and Officers of The Fearsome Tide and Besmara's Whim." He directs you toward a round oak table near the center of the room, already laden with fruit, bread, and pitchers of rum. Servers move through offering heartier victuals such as roasted boar, seared tuna, sweets, and vegetables, and more. The food is very well-prepared, if simply so, and features many things hard to get save ashore and with a fair amount of money.

While a few people pass you and congratulate you on your performance at the testing, many stick to their own conversations. The most frequent buzz is about the Free Captains' Regatta coming up soon, and debate over whether one will compete or not. "I'll try my chances," says one, "Since the Master of the Gales is judging this year and not sailin' himself." His gaze goes over to a cloaked and bearded man seated at a long table near Bonefist's dais.

After some time is spent drinking and feasting, you see Bonefist shouting and waving for attention--but it is so noisy no one pays heed. Finally he pulls a pistol from a holster on his hip and fires it into the ceiling. The crowd goes silent so quickly, you hear the plink as the bullet ricochets off the stone ceiling and a moment later a poor unfortunate soul shriek in pain as he is the unlucky recipient of the shot.

"AS I SAID, SILENCE!" the Hurricane King stands, wobbling slightly as an indication of the amount of alcohol he has imbibed. As everyone turns their full attention to him, his grave countenance transforms into a welcoming grin. He waves his smoking pistol vaguely in the direction of your table (fortunately he has not reloaded):

"This fresh catch of scallywags want to add their fine crew to our brethren o' the sea. And in their petition for a letter of marque, they have offered me a fine sign of their ability to find strange and valuable plunder."

He reaches down to a chest next to his throne, and pulls out The Redclaw. "My best appraisers and quartermasters have all verified: the one and only arm of Captain Jemma Redclaw."

The silence around the room grows more still, until someone shouts, "Well who'd they steal that from?"

This earns a sharp glare from Bonefist--but then he chuckles. "Well I say we hear from them. Tell us a tale or two of how your plunder came into your hold?"

All eyes turn on you.

Make an Infamy check. DC 29 of the social or Perform skill of your choice. You begin with a +2 bonus--one for succeeding on all 3 tests, and one for providing the Redclaw as petition plunder. Aiding another is allowed and encouraged, and as with any other Infamy check, you may also spend Plunder to gain additional bonuses. Good roleplay and description of how all of you engage (and/or bribe) the crowd or bring attention to your storyteller can net you up to a +3 bonus as well.


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 leans over to Threnody, "You're our showstopper. Let me see if I can warm them up a bit."

The young rogue hops up on their table. "It all started when I died on Lilywhite..."

Acrobatics, jump: 1d20 + 25 ⇒ (17) + 25 = 42
Acrobatics, jump: 1d20 + 25 ⇒ (11) + 25 = 36
Acrobatics, jump: 1d20 + 25 ⇒ (1) + 25 = 26
Acrobatics, pratfall: 1d20 + 13 ⇒ (7) + 13 = 20

As he speaks Larks makes a circuit of the room, jumping from table to table. He tells a light-hearted version of their capture by and contract with Varossa. "If anyone ever asks if you want to see what the inside of a lightning bolt looks like, just say 'no.'" He points to is missing eye, "And duck!"

With self-deprecating humor the captain tells of their wide-ranging quest for "the three reasons to live." He'll keep an eye on Threnody and the others, if they want to chime in or take over. As the story approaches Brightglass island he'll adopt a more serious tone, and hand off to Thren if she hasn't taken over before that.

Bluff, Infamy!: 1d20 + 13 ⇒ (17) + 13 = 30


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 takes her cue from Lark.

"We found ourselves beholden to Captain Varossa," she begins. With that, she starts singing a low chant that builds up in volume and tempo as she describes each phase of the quest for the Three Reasons to Live. Using a cantrip (ghost sound)she emulates the sounds of a mudman that Lark sweet-talked. The fight with the sea hag is given detail as Thren bounces around, not as nimbly as her captain, but spryly enough...

Acrobatics: 1d20 + 13 ⇒ (3) + 13 = 16

The bard brings out the big guns (so to speak) as she begins to sing of the visit to Kelizar's Atoll. Those in the know realize she's doing things out of order, but she's building up her momentum. With a word her garments change to her Taldan attire (via sleeves of many things). A brief incantation and she brings up an image of the dragon himself, suitably large (silent image). When the song continues, it's a duet that goes back and forth between the bard and the dragon via her cantrip again, at full volume. Negotiations end with a laugh from the bard and a dragon's roar.

Finally, that act is over and she winds her saga to the abandonment by Varossa, the rescue from maroonment, and pursuit to Brightglass Island. Here the monsters are fierce (bigger, stronger, faster), their blows rain down harder, the incutilis are downright creepy (and taking a cue from Hensen, bigger and with more limbs). The trip through the ruins gets a suitably creaky sound for the bridge that collapses. There's a gunshot as Varossa starts the fight by shooting Lee. The heroes board!

And now it's horror. Thren sings of how Varossa was the thrall of the monster itself and how the coral-crusted Captain Redclaw herself fought them. Here she takes a bit of liberty to detail a duel with the captain herself, singing in a melody familiar to those at the opera as matching that of her last act there. There's back and forth action as her captain challenges Varossa, she duels Redclaw, and finally the battle with the incutilis lord. At the end, the officers and captain of Besmara's Whim stand triumphant, their foe slain, Varossa grateful for her life, and Redclaw laid to rest.

Using a hero point to boost the roll by +8.

Perform, Infamy, DC 29: 1d20 + 13 + 2 + 8 ⇒ (9) + 13 + 2 + 8 = 32


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Previously:

Chad just nods his thanks to both Threnody and Lark, ensuring his bow is properly stowed inside his quiver once more as he freshens up his outfit.

"Thanks for your help on identifying that bracelet, Captain. I knew it was strangely hard for bronze... bizarre for him to just wear a bit in a decorative form. Perhaps we can get it reforged into something more useful later on."

At the pirate's ball:

Perform: Sing (Untrained, Aid Other): 1d20 + 1 ⇒ (7) + 1 = 8 About to be expected.

Chad attempts his best to give background chanting to match the mood and tone set by Threnody and Lark's performance, but his timing is just a little bit off. Seeing the strange looks others who hear him give, Chad smiles sheepishly.

"I set out to become a quartermaster, not an opera singer. Don't mean I can't appreciate a good tune and try to sing along, eh?"

Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10 ...


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9

The tale is wonderfully told, and the crowd is no doubt noisily enjoying it. Kahuranga is yelling to a nearby table over the noise, but is caught out in a moment of anticipatory silence

"YES, AND JUST WAIT UNTIL SHE GETS TO THE PART ABOUT BLOWING UP THE OPERA..."

On his shoulder, Taniwha buries his face in a wing in embarrassment.


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

Tiefling eyes look toward the sylph. That red glow that shows up when Thren is ticked is there, mixed with a hint of shock.

hypothetical Intimidate check, does not apply to Kahuranga: 1d20 + 13 ⇒ (3) + 13 = 16

Just trying to nonverbally express Thren's irritation, Kahuranga, don't worry! lol


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Bluff (Aid Another): 1d20 - 1 ⇒ (12) - 1 = 11

As the Captain and First Mate started with their performance and stories, Chakam moved through the crowd in slow steps. For every new flourish, he'd either make faces or laugh, applaud or pretend to shiver in fear. He would, especially, try to grab the attention of some of the present and enlarge parts of the tale in elaborate and exaggerated lies, trying to help the impact for the best of his abilities. He was far from being a show man, but hoped he could at least aid his companions.


Forces of Nature Battlemap

It's good you made so many rolls... :)

Lark begins his impromptu performance. While many, including Kerdak, are genuinely engaged in his athletic start to the tale, hecklers at the edges of the room start booing or shouting, "Quit jumping' round like a drunk rat!"

But by that time, the handoff is to Threnody, and her operatic voice, given recently a good work out, rises over the hecklers and shuts them up completely. While some of you a little too nervously try to help, something about the way you back one another up still ties the performance together. In the end, when you end your story, the previously bustling room is in a hushed silence, even quieter than when Bonefist had called everyone to attention with his flintlock.

"Doesn't matter if it's true or not, anyone who can brag like that, on top of fight and sail, is a true contender for a Letter of Marque. But as you all know, I do not rule alone, but with the advise of my fellow Free Captains. What say you, me brethren?"

About a dozen well-equipped, if not well-dressed pirates from around the room stand up at the table, the vast majority of whom all shout "Aye!" at once.

Bonefist nods. "Then approach, Lark Greenwood, Threnody Nocturne, Chad Wassen, Sandara Quinn, Kahuranga, and Chakam, and receive your letters. You have one vote at the Hall of the Hurricane King, and the other Free Captains are expected to leave you and your plunder in peace--so long as you do the same for them."

You approach the dais, and a steward hands each of you a piece of parchment featuring the Hurricane King's wax seal. It radiates slight magic--any exploration of it later reveals that it cannot be easily counterfeit, and will transform itself into an ordinary ship's manifest outside the boundaries of the Shackles to avoid being captured as pirates.

"Now you've got your paper, still many will be hopeful to test your mettle. I suggest you join the Free Captains' Regatta in a few weeks' time, and we can see old Redclaw's ship in action." He grins, with several gold teeth shining under his beard. "Twill be a sight to behold I am sure!"

He looks to the others. "Now, back to the song and drink!"

Everyone cheers, and the evening goes into a very loud and drunken night. The party can leave whenever they wish.

At some point Quinn advises, "Best we make the most of being in Port Peril while we're here. And I'm not just saying that because I want to go to the shrine." She grins sheepishly. "There's no city in the Shackles better equipped than this place, anything you want to do, information you need, or thing you want to buy--or booze you want to drink or fine food to eat--now's the time."

CONGRATULATIONS ON BECOMING FREE CAPTAINS! What would you like to do next? There are next events a'comin, but now is a good time to do what you wish.


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

When called up by the Hurricane King, Chad bows slightly before approaching, taking the offered document with reverence before returning to the table.

Smiling at Thren and Lark, he whispers "Congratulations. I know this isn't the end of our journey, but rather the proper start. Still, savor the moment. Its not every day you convince some of the most dangerous and scurvy-ridden men in the Inner Sea to welcome you as a brother, eh?"

Chad would have two interests while in Port Peril. First would be to make sure that we are properly equipped for whatever grand adventure we are off to next (it sounds like this Regatta might be our ticket to more riches, infamy, stories, and fun... so I vote that). The second thing he would want would be to either sell the bracelet we got off of Fishpork or to have it converted into something useful. Say, perhaps a short sword for Lark or a rapier for Thren? Elysian bronze is a fun toy to have when facing packs of the same monster type (or against single monsters that have huge hp pools). Thoughts?


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

Let us discuss over in discussion Chad. It's where we do all our planning for the game normally.


Forces of Nature Battlemap

Actually for the record I have no problem with these kind of things being posted in gameplay if they are no more than a few sentences. Especially because people then forget about conversing IC in the gameplay thread and the game stalls. But in fairness to Lathiira, lengthy OOC discussions should be in the discussion thread though.

You find lodging near the Riptide at a place called the Smooth Sails, staggering in well after midnight. It is a quiet, simply built establishment but it is clean and reasonably priced. It provides rooms, both private and less expensive shared rooms, and breakfast--although being a pirate town, "breakfast" can still include various kinds of alcohol. They also have a bathhouse behind the main building proper, which an always-heated public bathing pool within (where you scrub yourself down or pay someone to scrub you down before entering), that is accessible for a few extra silver and includes fresh towels and soap.

Somehow, although she caroused last night with gusto, Sandara Quinn is up reasonably early--or at least in the actual morning--praying and preparing her spells and getting ready for a trip to the Berth of the Sea Wraith.


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 passes Sandara a drink when she sees her, smiling. "If you're off to the shrine, I hope it goes well for you." She tells her friend. "I'm going to get my hat. Hear what's going on. All that. I'm hoping to learn more about the Regatta."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga takes a private room, happy not to be able to spread out a bit. As happy as Taniwha is to be around humanoids most of the time, he takes the night off to swim around the bay, not snooping so much as taking in the sights. He has a swim speed of 60 and can boost it to 80 with slipstream, so he will just run away if he gets near any trouble.

By morning they are back together, the two of them spending some time discussing the patternings of magic that the witch imprints into his mind and body for the day.

Kahuranga joins breakfast early enough, ordering a spicy stew of tomatoes, potatoes, fish, and shellfish with an egg cracked onto the top. And a mug of ale. "Thren, if you are going hat hunting, I believe that Taniwha would like to join you. As for me, I believe that I will try to find out more about these other Free Captains, whom I assume will be our competition in the Regatta. I awaken this morning realizing that I have become a Free Captain with no real idea what that means exactly, or at least what the politics of the privilege are. Wherever three or more are gathered their are politics, and we will have changed the dynamics of the situation with our addition. Best to find out the lay of the land."


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

"Taniwha is welcome to come along." The bard says congenially. "I wouldn't dare tell a dragon where he could or couldn't go!" She laughs. For her part, the bard has a big plate of scrambled birds eggs, complete with sausage, tomatoes, bacon, and whatever other vegetables suit her. She has a large mug of tea to down her own meal.


Forces of Nature Battlemap

Kahuranga, where are you thinking of going? Just need a gist (e.g., "the slums," the tavern, the docks, etc.) and a Diplomacy check to Gather Information.

Chad, Chakam, any plans or will you just be biding your time? This will not take long, I promise, I just need to know what you are doing. :)

The unlikely pair of Threnody and Taniwha travel back toward the higher end market place they passed through to look at their best options for haberdashery, Taniwha making wry commentary on the way. Overhearing chatter in the Marketplace about the Regatta is not difficult. Some foppish youths are debating who they may bet on. Others are talking about the judging, or just wondering who may enter. Diplomacy check, please, from either one of you, or both with an Aid Another presumed


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

Stomach filled, the bard stops back at the ship and walks over to the rail when no one's paying attention except possibly Taniwha.

"Besmara, Pirate Queen," she whispers. "You're the goddess of people like me. You're not the one my heart goes to, but I do owe you for keeping us on the high seas. So here's your due. When I've got more loot, more to you."

The bard takes a pouch and gives it a good wind-up before hurling it out into the bay.

Pouch holds the mother-of-pearl discs and potion of touch of the sea as an offering.

That done, Thren heads off to find that milliner. She listens to what people are talking about as she goes. In particular she listens to word about the Free Captain's Regatta, joining in here and there, asking about.

"My captain's going to try his hand at the race, to put the Fearsome Tide through her paces. What's it like? Who else is going in? What's the prize? Who's won it?" And so on.

Diplomacy, gather information: 1d20 + 3 ⇒ (20) + 3 = 23

She does stop to get something to eat with Taniwha if the dragon so desires.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

As he has no pockets, Taniwha requests that Thren carry a small money pouch for him. He knows that people don't always think of Tidewater dragons as the smartest creatures (and indeed he is not terribly smart), so he plays the foil to Thren's questions, loudly and oafishly answering with the worst possible answers, hoping those in the know can't resist correcting him.

Taniwah diplomacy (or bluff), gather information: 1d20 + 10 ⇒ (12) + 10 = 22

"I heard it was a race through Ishiar itself (home of Dagon on the Abyss). I heard that everyone but the winners is put to death. I heard the Master of Gales is in charge of it this year. I hear the prize is immortality, but only for one of the crew that wins." The Master of Gales bit is true. we heard that at the party with the King.

Taniwah will always stop to eat.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga will roam down to the docks to check out the ships of the Free Captains who are in town. Then spend some time buying drinks at a few taverns of different levels of quality.

K has no knowledge: local, so he only has heard of from experience Tessa Fairwind, Master of Gales, and Endymion. I'll use this information gathering to justify putting in some ranks whenever we level.

Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Chad spends that next day just wandering the port, taking note of what stores sell what, what seem to have decent deals on goods, and listening to see if any one has minor work to be done... especially any hunting bounties. He takes his time as he walks, his chest still mending from the trial yesterday.

Not really gathering information as such, just scouting around. Will roll a QM check and an appraise check though, to see if he finds anything noteworthy to let the others know about. He would probably meet up with the others for dinner at whatever tavern they picked out.

Profession: QM: 1d20 + 12 ⇒ (1) + 12 = 13
Appraise: 1d20 + 13 ⇒ (10) + 13 = 23

Oof...


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

As time was available, Chakam took Crimson with him to go around the city for recruiting. While the druid was sure his fellow officers would be a much stronger reinforcement for such efforts, he wanted to create more links with Crimson and better gauge the strengths and feelings of his mate.

Chakam was especially interested in people to help them with the siege engines - anticipating naval challenges that would come with their Free Captain status - and that could, as backup, serve in the overall ship tasks.

Ya' know, I was considering hitting the taverns... As usual, to find some mor' mates ta' us. - said Chakam, as they walked - But in all honesty, I'd rather find talented crafters, engineers, not a bunch of more drunk scallywags if 'ya get my point.

He shook his head, as conversation continued, as they moved towards the local smiths (first) and academies.

As we walk there, please start som' chitchatting. Try tah' get a feeling if someone would like the life in tha' sea. Keep'em working, though. - he explained Crimson as they approached - Meanwhile, I'll try tah' use mah' trained eyes to see if they're doin' a good, skilled job.

So, the idea is to let Crimson start with the talking, while Chakam tries to use his own experience (Profession Siege Engineer) to gauge how skilled the "prospects" are before officially offering them anything. I'd like to try to recruit one, maybe two more pairs of hands; people with some siege engineering or useful crafting knowledge, and hopefully at least a little bit of sailor.

I have both Craft (Siege Engines) and Profession (Siege Engineer) at +13. My Perception is also +13. I will leave here some rolls as I don't know exactly what would be needed.

1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (5) + 13 = 18
1d20 + 13 ⇒ (7) + 13 = 20
1d20 + 13 ⇒ (2) + 13 = 15
1d20 + 13 ⇒ (11) + 13 = 24
1d20 + 13 ⇒ (6) + 13 = 19
1d20 + 13 ⇒ (14) + 13 = 27
1d20 + 13 ⇒ (17) + 13 = 30
1d20 + 13 ⇒ (7) + 13 = 20
1d20 + 13 ⇒ (7) + 13 = 20


Forces of Nature Battlemap

Nice rolls--and story--all around! And Chad, don't worry about that 1. We are still in 1st edition, where a 1 on a skill check is just 1 + your modifier.

Threnody and Taniwha:
Thren and Taniwha catch a lot of attention--even though pirates have many unusual folk among their number, not often you get to talk to an attractive tiefling and a dragon to boot--and the pair manage to make good use of it. Many suspicious sorts are caught off guard due to Taniwha's antics and give serious answers to Threnody.

"Well the one thing your scaly friend's got right is Master of the Gales is judge. He won the last five years in a row, and now owns five islands for his trouble--Kerdak convinced him that was enough. Hard to fool a druid in cheatin' in a race, so the field's wide open. He won't announce the starting point till it's closer to the day of, but mark me it'll involve some rough seas skirting the Eye."

Another notes, "Ain't you the keen rigger from Besmara's Whim? I heard Pharasma's Price is racing, would be interesting to see how you two fare."

Another: "Winner gets a nice bit of plunder and an island to put it on--and seat on the Pirate's Council. But if I race, it'll be to catch the eye of Tessa Fairwind. She's not racing of course, but I hear she's betting some fair coin on the contenders. I reckon she's building up some favors."

You additionally get some good directions to some hatteries, and at one, a gnome with fantasically blue, well sculpted facial hair has a lot of incredible hats, from the practical and durable to the kind a famous matchmaker would strut down the stairs saying "Hello" in. Clearly invested in his hatmaking, Gustavius Longbroom the Haberdasher is over the moon with the prospect of designing a hat for a horned lady as well as a small dragon. He of course would do customization, but he offers a few samples of what he might be able to design with the collection on display -

For Threnody, there are three options he shows her and invites her to more:
- A bicorn hat where the points go long, across the head, that would settle between her horns and not irritate them
- A narrow brimmed hat (this particular one in scarlet) that swoops slightly in height toward the back, where he could reshape the brim in front to accommodate her horns. This has a brim that one could easily decorate with feathers.
- A more free flowing affair that is made to look like giant feathers wrapping around her head--from the outside it looks unstable, but the interior is an actual hat that sits on the head snugly (and of course all hats can be made more snug with hatpins). He again can direct the flow of the feathers (which could also be strips of felted hat material that are braided or textured in an interesting way)

For Taniwha, he shows him a few fascinators, one shaped like a tricorne complete with a spray of blue feathers, and the other more top-hat like. "The trick is finding an attractive material that remains waterproof. It will need to be strapped on, but we can work to make that comfortable."

Kahuranga:

Kahuranga tours around the docks, reading ship names and observing their relative wealth and capacity. The more well guarded, the more likely up the "food chain" of Free Captains, with the most well equipped ones likely belonging to Free Captain Pirate Lords who have a formal seat on the Pirate's Council. Indeed one, labeled "Kraken" is guarded by a giant squid! The dock master notes that is the Master of the Gales' ship.

Another grey, sleek ship labeled "Blood moon" makes your hair float on end as you pass it. Some of the shapes moving about on the deck seem less than even human-ish. The dock master tells you to steer clear--"When I say the Pirate Lord of Ollo is a shark, I ain't mean like one."

As you walk around, toward the end of the docks, you see a tall, lean woman with weathered skin and what you would guess is a permanent scowl, wearing an embroidered scarf, berating a much younger woman with short black hair, who wears an eyepatch and a simple, scarlet tunic. "I don't care if it wasn't your job before, it is now! Scourge is long gone, and the rest of us have more important things to do. Now quit whining and see to it, or I'll take your other eye!"

The older woman barely raises her hand when the younger girl flinches and says, "Alright, alright!" and begins to move away.

You barely have time to react before you hear someone call to you from the opposite direction by your name. You see the girl disappear past some ships so you have no idea where she went in the meantime.

The man who called to you is a medium-tall, light-tan-skinned fellow with broad shoulders and lean muscle. Oddly, he looks a little like Lark, relatively youthful, with a fluff of blond hair and a dark eye patch over his left eye. He wears a poet's blouse and tight trousers and carries a well-made longsword--he could be a swashbuckler straight out of the opera you saw in Hell Harbor. He is coming up the pier from the ship labeled The Salty Flagon (and likely did not see the same argument you did). "Kahuranga, did I get it right?" He offers his hand. "Pierce Jerrell of the Salty Flagon and Free Captain. I was in the crowd watching you and your mates endure Tsadok's testing--well played all around. He threw a troll at me and my men, we took a thrashing, but made it through by the skin of our teeth. Listen, are you up for a drink? I see you're clearly trying to learn of your peers here, and I'd be happy to answer some questions. And yes of course there's an ulterior motive." He gives a friendly grin. "I'd like to discuss something with you and your Captain, but the drinks and the questions are on offer either way."

Chad:

Chad ends up wandering and, asking about both supplies and bounties, finds himself directed toward the "Knotworks" which appears to be a shanty market built into the cliffs below the higher end market district. While he finds little special to be put to use on the ship (and Ursa has worked on getting the usual stuff), he follows the market into a cavernous region. At a fork in the cave, he finds Marg's Emporium, taking note of the strange hides, shells, and... oh, is that an eye? displayed beneath her tent. She has a number of other curiosities as well, jewelry of all kinds including of materials that clearly come from the deep sea dwelling folks. Mangey Marg herself greets you, a stout woman who fortunately does not actually appear to have the mange--indeed, she is quite smooth skinned and healthy looking. She is interested in whether you are buying or selling, and notes she always pays well for strange shells and hides as well as unusual trinkets.

Chakam:

Crimson is very glad to go along. He doesn't speak much about himself but as you travel along you learn he is from Varisia, and is devoted to Pharasma. You get the sense the relatively recent loss of his hand gets to him more than he lets on, but he seems devoted to the officers who he says saved his life.

As for relating to others, he is a straight talking sort, and indeed excels more cowing those around him than charming them--but he has a good eye for both people and product. While he accidentally scares away a few prospects, the people who both seem to be interested in you and you them all have some interesting skills to offer:

Kerak Swifthammer, a dwarven blacksmith working in the Eastwind market district. Unlike most dwarves, he is completely clean shaven, head and all, and his head is tattooed with intricate designs. He says his master refuses to let him test out of journeyman status--and the little you can see of his work, he is clearly good enough to attain this. Seeing all the mariners come and go, he's grown more curious about a life at sea, and has only been hesitant to try it because you can't really run a forge on a ship. Crimson notes to you that since the ship lost its master-at-arms, managing the armory in addition to the siege weapons are up to you, and keeping the metal from rusting at sea is a challenge. He also notes that the crew have hired numerous carpenters, but no smiths.

Darius Deadeye, whom you meet haggling at a fletcher's shop (that also sells larger implements like ballista bolts). When he notices you eying the larger ammunition, he mentions he was a ballisteer on his last ship, which was sank a few weeks ago. He and several other crew escaped on the lifeboats but he's looking for work. He is not terribly experienced at sea, but can operate a ballista with ease and, with a bow and arrow, demonstrates he is true to his name. Cogward seems impressed with his resume, even if his last ship sank.

The last, Rowena Laren you meet outside of one of the very few libraries and academies in town, the Mystic Redoubt. A half-elf woman struggling to hold a cluster of plans and portfolios, she is standing dejectedly and cursing---making an inquiry (with Cogward complimenting her creative curses), she notes that there is a 1000 gold a year membership fee, and she is quite short. Noting some of the plans she carries are for a variety of siege engines--and truly well designed ones at that--you converse with her a bit and learn she is an engineer, indeed specializing in the design and upkeep for ship siege engines, both mundane and magical. She left her employer recently, and reading between the lines you get that she is trying to escape a rather abusive captain. Entry into the Redoubt would not just provide her all kinds of useful information, but also be a good hiding place. She is intrigued by the offer of joining another ship, but she is clearly wary of serving more pirates, and insists she will not join any crew unless they are willing to pay the entry fee--again, 1000 gp--to the Redoubt for her. Cogward confides he thinks that's far too high a price, but he doesn't think she is being deceptive about her capabilities or skill.


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 does identify herself to the one passerby. "Aye, Besmara's Whim is where I'm from, but now that we've taken Redclaw's old ship, that's where I'm at. Can you tell me about Pharasma's Pride? I've heard of her somewhere....

When the next mentions Tessa Fairwind, the tiefling's eyes go wide but she doesn't comment, thinking to her near-death experience and the vision she had.

At the shop of the esteeemed Gustavius, Thren likes the second hat. "This is what I was envisioning, she explains. Given something to draw on and with, she doodles out her thoughts:

Red mage hat

"Similar to what you've got but I definitely want a broad brim and I'd love to hear your ideas about decorations." She beams at the gnome. "As for my scaly friend, well," she smiles at Taniwha, "let's see what he thinks. I like the tricorne myself, Taniwha, but it's your head, not mine."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Taniwha responds: "I do like the tricorne. And yes, waterproof. I would hate to dive into the waves and ruin it."

And as for the race, "Well, we already have one island, but another one couldn't hurt."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

On the Kahuranga side, the one-eyed girl tickles what his grandmother called his bump of liberty.

Kahuranga turns toward the distraction, taking in the tight trousers and the man's apparently open demeanor. He turns back toward the girl, but she has disappeared. He throws himself toward Pierce, embracing him tightly and whispering in his ear, "Indeed, I would be most delighted to speak to you. However, I was just observing a most unhappy moment in the life of a young girl, and you gained my attention before I could intervene. If you will stay here for just a moment, I shall return."

Kahuranga calls the wind, flying in the direction of the disappeared girl. Not gaining much altitude, mostly just using the extra speed.

Perception: 1d20 + 3 ⇒ (9) + 3 = 12

"By the Abyss, where are Taniwha's eyes when I need them."

Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

I'll search for 3 rounds, and ask someone who looks likely if they saw the girl with the Diplomacy check. If that fails, I'll head back to Pierce.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam invites Darius and Kerak to join them, but don't do the same with Rowena - instead, he decides to talk to her. He asks Crimson to get the other recruits to the ship for introductions, and meanwhile he pulls her aside for a heart-to-heart.

We don' have tha'kind of coin goin'round, and I can hardly think we'd invest as much on someone we don't know. - he tells her, being blunt but honest - However, it seems you might present us with some unique skills and, honestly... Our ship is a pathway to many abilities some consider to be unnaturally useful.

Yes, yes, you got the reference!

The druid shakes his head before continuing.

Ya' know, being on our vessel, not only you'd be som'what hidden, but also under tha' protection of new Free Captains. I me'self am glad I'm surrounded by som'of these talented folks, and away from... Uncomfortable parts of mah' past. Plus, in some months you'd accumulate good coin under our employment. Ya' probably heard of our tales. Maybe.

He smiles with his plated teeth, and the dreadlocks drop to the back of the head. He's definitely trying to sound friendly and trustworthy - and miraculously telling the sincere truth - but he's aware his appearance and social skills aren't the greatest.

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16 I know, I know, not my forte... But I gotta try something, right?


Forces of Nature Battlemap

Threnody and Taniwha:

Funnily I was thinking more of the Agent Carter hat, but of course that works perfectly. Clearly all this means is Agent Carter was a red mage.

For Thren I'm picturing this where the point is longer to go between Thren's horns, and the right colors and a feather.

And for Taniwha this with the border in a dragon scale pattern (but not made of actual dragonscale, that would be tacky).

These will range from about 30-50 gp each, for the custom design and weathering materials. Choose the amount that you spend based on how fancy you want it to be.

The haberdasher takes your measurements, clearly excited about both projects. He says they will be ready in a day or two.

On your way out of the hat shop, someone waves you over. "You were gabbin' about entering the race, aye? Word to your Captain: gird your ship well. Just heard the Wormwood has entered the race, and that crew don't play well with others."

Kahuranga:

Jerrell frowns as Kahuranga mentions a young woman in trouble. "But of course! I will see what I can see as well."

Kahuranga flies upward and spots the young woman heading past the docks southward into town. But as she is clearly disinterested in being followed, she slips into a narrow alley and he loses her even from his vantage. Meanwhile Jerrell flanks Kahuranga from the ground, though only has so much luck either.

Reconvening, and also checking with the dock master, they confirm she was very likely headed to the tavern district. Jerrell smiles. "Let's look for your damsel in distress and see if we can buy her a drink, eh? Any idea why she might have been headed there?"

"Two reasons a pirate goes to tavern--get drunk, or get crew--either by charming'em or forcing'em."

Chakam:

Kerak and Darius agree to check in with your quartermaster at the Fearsome Tide's berth.

Rowena smiles thinly at Chakam. "I appreciate your offer sir. But like you, I have learned the hard way not to invest in strangers without their showing interest in investing in me. Perhaps my way seems a little too cold, but the investment in the library would pay off with what I could learn there in time--and I'd appreciate an employer forward-thinking enough to understand that. The price is steep--but at the risk of sounding bold, so are my skills. I think I shall find a place to stay near the Knotworks. Think on it, and if you change your mind come and find me before you leave port."

It is clear, even with further discussion, she will not be pressed--at least, not right now.


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 isn't worthy of the Agent Carter hat, but a red mage hat suits her well!

"I love the color, that scarlet is perfect," Thren says effusively. She hands over 100gp total for the two hats. "I assume you'll do what you can to make sure these can bear the weather of the seas?" Thren asks. She smiles winsomely. "If you can figure out how to make a broad brimmed hat with these horns of mine, you'll have another sale sometime." Then the tiefling turns to Taniwha. "You happy with what you got?"

Once outside, the words of the passerby make the bard go cold. "The Wormwood? Harrigan's ship? That's...good to know. Thanks for the tip." The bard passes over a few coins. "For the words of wisdom...and for your silence on seeing me here."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Taniwha goes all in on the hat. 50 gp it is.

"What's a Worm Wood?"

--------------------------------------------

Kahuranga: "I am concerned that she was being compelled to do something against her will. I know that such things are not unusual among some captains and crews, but it grates upon me. I appreciate your assistance. She was arguing with another woman, and they said a name that is held in particularly low regard among my crew. She wore an eyepatch and a scarlet tunic."


Forces of Nature Battlemap

Realized on Kahuranga's post I left off a clause--the comment about "two reasons going to the dock" was supposed to have been said by the dockmaster.

Chad, anything before I push everyone else along?


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Very well. I'll bring it to the attention of tha' other officers. - says Chakam, before leaving Rowena.

The druid then heads back to the ship to meet with the rest of the crew - both to introduce the new recruits, but also to get together with the other officers to decide on next steps.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Makes sense, DQ. I'm going to do my best to liberate that young woman. Looking forward to a spectacular failure.


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]

Despite the early hour Lark happily accompanies Sandara to the Berth of the Sea Wraith.

The other task the rogue sets himself is to gather information about the free captains, especially Harrigan. Lark devotes a few evenings to buying drinks at different taverns and asking for stories about the other captains. He keeps a careful ear out for recent news of Harrigan and how well he's recovered from the loss of so many crew. Just to make things tougher Lark also tries to hide his particular interest, he doesn't want word getting back to Harrigan.

Bluff: 1d20 + 13 ⇒ (18) + 13 = 31
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18

---------------------

Lark listens with interest to Chakam's story about his recruiting efforts. "Nice work out there. We've recruited most all our crew from one tavern or another. Clearly we should broaden our horizons." He cocks his head at Rowena's offer. "Never tried sending someone to school before bringing them aboard. It might be worth another chat, see if they're serious and trustworthy."

---------------------

Kahuranga - don't let me step on your adventure, just a reminder that Lark is generally happy to poke his nose in things and get into trouble if you want any backup.


Forces of Nature Battlemap

The story may not quite go where you expect, Kahuranga, but even if it doesn't immediately look like it, you will see more of her... and whatever happens, I'm trying to engage you (and the party) into some story elements---not frustrate you!

Lark:

Lark and Sandara pay their respects, and Sandara offers some coin and her favorite rum, at the Berth of the Sea Wraith--a shrine built into what seems to be the ribs of a massive, ancient ship easily 10 times as large as most ships today.

He returns to the tavern district and asks around about the Free Captains and Harrigan. To the former, there is some congratulations of your obtaining your letter of marque, and urging that you attempt racing in the Regatta to gain a proper seat on the Pirates' Council. This leads to some mutterings that Kerdak Bonefist could rule more wisely and use the Council's advice more widely--while many respect the Hurricane King's might and rule, there is some mutterings he is not a strong enough leader to properly lead the Shackles against the Chells should they assault again. Many bring up the name of Tessa Fairwind of Quent as a good alternative, sharp witted and even-handed, while others mention more dangerous souls as possibilities.

To the mention of Harrigan, some turn away, not wanting to broach discussing the dangerous pirate lord, but others nod along. "Heard he hit a string of bad luck, lost crew in the naval battle, and then his first mate ran off with a prize ship, halving his crew still. I'm sure he's pressganged more crew by now of course--word is he took several slaver ships and kept what was useful and sold the rest. He aims to earn back his reputation by winning the Regatta this year." Another agrees adding, "Saw the Wormwood itself dock here yesterday, to go and pay the entry fee. Though knowing Harrigan, I'd be surprised if he didn't break the feemaster's arm off and then sell it back to him for the cost of the fee!"

Kahuranga:

You, with Jerrell's aid, move through the tavern district, trying to find the girl. Stopping to ask for aid from the bartenders generally requires ordering a drink to gain favor, so things start going a bit wobbly through the tour. In fairness to Jerrell, he is trying to be actually helpful and actually spots a slender figure in a red tunic a few times, but you always seem to lose her before catching up, the crowd too thick and busy and drunk to move through quickly. Flight is an option but it also draws attention to you--and indeed the one time you spot her she easily spots you and hides more fervently, obviously not wanting to be followed.

You realize the time is approaching to meet your friends at the Riptide--and it is one of the taverns you haven't yet looked for her in, so Jerrell urges you to go, look for her there, and check in with your mates.

As all of your adventures wind down, you make your way to the Riptide Tavern at an agreed point in time, for sharing your adventures over dinner and a drink. The popular tavern is chock full and bustling with pirates eager for drink, song, and game.

Accompanying Kahuranga is a man none of you have seen before, a slender, fair-haired, square-jawed gentleman wearing a black eyepatch, a poet's chemise and folded over boots, with a fine blade sheathed at his hip.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I'm not frustrated.

"Good e'en, all. This is Pierce Jerrell. Or perhaps Jerrell Pierce. In any case, he has things to say. We have spend our day fruitlessly pursuing a damsel who is maybe in less peril than it initially appeared. Let us celebrate our success!."


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

"That sounds like a story worth telling. Have a drink and a seat!" The bard invites the newcomer to the table. "Finding a damsel around here seems...unlikely. Trouble, however, is ever-present."


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 nods at Threnody's invitation. "Aye, I like the cut of your jib, Mr. Pierce." He scratches his cheek below his own eyepatch. "Join us for a drink."

At the shrine:

Along with Sandara, Lark leaves five mother of pearl disks (undersea currency he acquired back around Warvil's Folly).


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga grabs an ale and tells a short version of his story. "I may have been overly fanciful when I said damsel, though she was certainly young, and wearing no outward sign of being bound to another. Regardless, she was young, and an older woman seemed to be forcing her to go into the town to do something that made the younger one unhappy. I had thought to offer her a place among a crew that enjoys a higher level of liberty. But she proved proficient at vanishing into the streets."

Taniwha leaps to his friend's shoulder.


Forces of Nature Battlemap

Chad Wassen joins up with you, but notes that he has some supplies to add to the ship's cargo he doesn't want to risk forgetting about while drinking, and excuses himself.

Meanwhile, Jerrell grins, and winks at Lark. "Indeed, I thought we might see eye to eye on a few things." He joins the group at the table. "And indeed, to pay for that terrible pun, the first round's on me." He waves over to a barmaid. "Alyssa! The house's finest all around please!" He turns back. "The name is Pierce Jerrell of the Salty Flagon. I did not see the lass at first. She is furtive and is avoiding attention. But because she fears us, or her masters? All the Free Captain are good pirates... but few good pirates are good people."

The ordered round quickly arrives and Jerrell raises a toast in Cayden's name.

GM Screen:

Kahuranga Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Lark Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Threnody Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Chakam Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Taniwha Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Sandara Perception: 1d20 + 3 ⇒ (4) + 3 = 7

"I say," Taniwha blurts out, "Is that woman poisoning that other woman's drink?"

Kahuranga:

Looking where Taniwha's senses draw you, at the bar there is a young woman, barely out of adolescence, in a red tunic and short dark hair pouring something into a patron's drink. Yep, there's the damsel.

Threnody and Chakam:

You manage to see past the crowd and see indeed a young woman with her hand suspiciously close to another patron's drink. What's more, you recognize her: it's Caulky Tarroon, Barnabas Harrigan's cabin girl. Threnody sees she has gained, or perhaps lost a feature--she is wearing an eyepatch now. Caulky you recall tended to be quiet and kept to herself, but generally was well-treated by Harrigan.

Chakam, you were on the Wormwood when a far more irritable Harrigan tore out Caulky's eye for failing to report to him intrigue on the officers who betrayed him, men you heard of as Plugg and Scourge. While before her duties were light, since she had been put hard to work as any hated swab.

Lark and Sandara cannot quite see through the crowd just yet. Pierce looks up with concern but also cannot yet see what is happening.


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

"Lark...that's Caulky. Harrigan's cabin girl. You remember her?" Thren breathes out, eyes wide. "I'd heard he was in port, damned if that doesn't sell the story! Who's she trying to poison?"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"That's the damsel, the girl, the young woman. I must have misjudged her. She seemed to be in peril, but now it seems she is putting others in peril" says Kahuranga, more loudly than is perhaps wise. He stands up more violently than he had meant to, an afternoon of searching taverns catching up with him. His chair tips over. Taniwha flaps his wings to maintain his balance.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Wait, Thren... Ther's more to the story. I got'tah see an even worse Harrigan. Old fart got pissed with our shiny girl there and pulled her eye off for not prop'rly communicating he was 'bout tah be betrayed by the smelly Plugg and Scourge. She's not in his graces 'nymore, but 'ya know, I still can't care much for'her. - says Chakam to his companions, relaying the extra information he had.


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

"Must've happened after he sent us off to get squibbed." Thren mutters. "Still, we should ask her ourselves." The bard rises from her seat to go and do just that.


Forces of Nature Battlemap

As Thren and others get up to approach Caulky, and Kahuranga tips his chair over and startles Taniwha, several things spring into action:

The woman next to Caulky, perhaps hearing some of the outcry, grabs Caulky's hand as it hovers near the drink. "Hey now, I didn't order the press gang cocktail!" she protests. Grabbing the drink, she throws it toward Caulky, but as Caulky pulls away and ducks, it hits another patron, who shouts in shock and pain and throws a bowl of soup at the woman.

Kahuranga's clattering chair in the meanwhile half-lands upon a patron at the table next to yours, and he shouts, "Watch what you're doing!" He makes to shove toward Kahuranga, but Taniwha's fluttering wings trip him up and he staggers backward, he smacks his partner at the table, who in turn flips the table over.

And suddenly, with more things thrown and flipped, the whole bar in seconds has gone full on BRAWL.

Initiative:

Chad 1d20 + 3 ⇒ (17) + 3 = 20
Chakam 1d20 + 4 ⇒ (8) + 4 = 12
Kahuranga & Taniwha 1d20 + 3 ⇒ (20) + 3 = 23
Lark 1d20 + 8 ⇒ (15) + 8 = 23
Threnody & Sandara 1d20 + 3 ⇒ (16) + 3 = 19
Brawlers 1d20 + 3 ⇒ (9) + 3 = 12
Caulky 1d20 + 4 ⇒ (16) + 4 = 20
Pierce 1d20 + 2 ⇒ (13) + 2 = 15

I accidentally left chad in but I am not deleting him because then it would change everyone else's rolls


Forces of Nature Battlemap

Please proceed to the Land Battle Map. . Caulky is by the bar outlined in red. The other individuals outlined in red are hostile brawlers, who will actively attack you if you get close or are seeking to attack. The bar patrons outlined in yellow are not actively paying attention to you, but are participating in the brawl. Treat them as obstacles--you can't enter their square without an appropriate combat maneuver or Acrobatics check--and if you do anything that would make them see you as hostile, they will become hostile brawlers as well. Their stats will otherwise not be tracked, they just generally represent the chaos of the brawl. Jerrell is with you outlined in blue.

Round #1
Kahuranga |HP 49/49| AC/T/FF 18/14/16| CMD 17 | F +2 R +4 W +5 | Electricity 5 |
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Lark | HP 68/68 | AC 21 T 15 FF 15 | CMD 20 | F +4 R+10 W+6 |
Caulky Tarroon | HP 39 | AC 17 T 14 FF 13 | CMD 16 | F+3 Ref +8 Will +0
Sandara | HP 33/33 | AC 16 T 11 FF 15 | CMD 15 | F +4 R +2 W +7 |
Threnody | HP 63/63 | AC 21 T 13 FF 18 | CMD 19| F+5 R+9 +6 | Fire 5 Cold 5 |
Pierce Jerrell HP 62 |AC 18 T 14 FF 15 | CMD 21 | F +6, R +7, W +5 | mage armor
Chakam | HP 46/46 | AC 22 TO 15 FF 18 | CMD 19 |F +9 R +9 W +9 |
Brawlers | HP 32 | AC 15 T 13 F 12 | CMD 19 | F+6 Ref +6 Will +2


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]

Food fight! ;)

Acrobatics, jump: 1d20 + 25 ⇒ (10) + 25 = 35

Lark gets a leg up on their table, then springs through air over another table and past several patrons. He lands with a flourish and calls out to Caulky, "You best apologize to the nice lady and come along, you and me are gonna have some words."

Intimidate, demoralize: 1d20 + 10 ⇒ (19) + 10 = 29

Lark round 1, move, intimidate


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Y'all should definitely lay down. Leave, now! - says Chakam, as he turns into a Rusalka in the middle of the bar, not much bothering with whoever is around.

Intimidate, Assist Lark: 1d20 - 1 ⇒ (20) - 1 = 19

The long haired figure then proceeds to move acrobatically to assume a better position.

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26 Tumble

Standard to wild shape, move to tumble to 15 feet from my original position (half movement). The Rusalka's reach is 15 feet with her tresses.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"Pardon me, sir. In my surprise I inadvertently collided with you. It will not happen again." Kahuranga draws the winds to him and launches himself and the clinging Taniwha into the air.

Standard action to use Supernatural Flight Hex. Then rising 15 feet up, then moving in the general direction of this Caulky woman, who apparently interests our captain. Flight doesn't provoke, but the movement will if those fellows want to take the opportunity.


Forces of Nature Battlemap

The brawlers, eager for a fight amidst the rapidly increasing chaos, swipe at Kahuranga as he moves upward.

AOO with beer stein: 1d20 + 6 ⇒ (7) + 6 = 13
AOO with fist: 1d20 + 6 ⇒ (7) + 6 = 13

But they flail helplessly as he quickly ascends.

Caulky Acrobatics, shaken: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25

Meanwhile Caulky widens her eyes with unmistakable fear as she recognizes Lark approaching--and moreover the druid in the process of changing shape nearby. Not without her own agility fueled by adrenaline, she forward flips onto the bar, dives off it, and runs behind the stairway to the upper level where private rooms are located. From their vantage point, Taniwha and Kahuranga can see she has run to a back door which, given the look of frustration on her face and an apparent resilience of the knob, is locked.

Thren/Sandara up!

Also, I should have noted -- all of the furniture depicted on the map is assumed to be where it is drawn, and should be considered difficult terrain (although of course you can move or pick up lighter furniture). The round glowy things are chandeliers and obviously not in your way. I am presuming all sources of light are magical--I expect in a large port town a popular tavern where brawls easily happen would be able to hire someone capable of the light cantrip to keep fire hazards down.

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