GMDQ's Skull and Shackles (Inactive)

Game Master tumbler

Campaign Slides

S&S Ship Battle Map

Loot Sheet

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?


4,751 to 4,800 of 7,919 << first < prev | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | next > last >>

M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

"I agree. Those eggs have got to go. I don't mind scramblin' them if ya need me to," Corwin says, feeling the heft of one of the tridents.
if nobody minds, he might play around with one of the +1 tridents for a while, at least until we can get somewhere where we can sell them


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

Glad you're having fun Kahuranga! It's why we're all here.

"Let's get this stuff bundled up and back to our ship before we worry too much about dividing it up," Thren suggests. "So let's 'scramble those eggs', as Corwin put it so well, burn this wreck, and head on our way. Sound like a plan?"


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]

"Let's make sure Rosie and our ride home are ready before we light any fires. Otherwise, yes, carry on."

I'm ready to head back to the ship, unless we need any more detailed explanations of our exit strategy.


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's get this set up and I'll light the fire. I burn less than all of you. And Corwin...I think scrambling the eggs will be fine." Thren says with a nasty grin.


Forces of Nature Battlemap

Going back to the top deck, you can see sharks still in a feeding frenzy, now over each other. It looks like Rosie and Huldren have been taking potshots with their crossbows, and as one shark gets wounded, the others turn on it. You quickly help them dispatch the rest of the sharks with ranged weapons and cantrips. The flying crew members can help Corwin descend back to the jolly boat.

Threnody can easily find barrels of pitch to help her spread the fire in the damp, marooned ship.

Describe any further actions and make a Profession Sail check for navigating safely from a ship that's about to be set on fire.


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 continue flying, giving Corwin a helping hand getting into the launch but avoiding the sharks as much as possible.


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

"Thanks for the hand. I appreciate the armor in combat, but it does make some actions a little unwieldy." When someone has a chance, he'll ask for a quick heal. No need to tempt the sharks any more than needs be.


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 prepares to release the steadfast grapple as soon as Threnody is back in the launch. "Rosies and Corwin, get set to row off when I unmoor us. I'll shout and y'all heave!"

Profession sailor: 1d20 + 13 ⇒ (20) + 13 = 33


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

Our pyromaniac bard lets everyone else get back to the launch first, using that time to spread the pitch around until she thinks she's doused the sahuagin ship to the point of no return. Once everyone's ready to depart, she'll set it alight with the tindertwig in her pack. Assured that the fire's going to take she'll make her way to the launch and help get underway with the loot and her companions.

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


Forces of Nature Battlemap

Thren, give me a Dexterity check plus your BAB


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

Dex check: 1d20 + 8 ⇒ (4) + 8 = 12


Forces of Nature Battlemap

Threnody manages not to set herself on fire. The lit pitch catches easily, and Threnody can make a dramatic leap and slide on the rope down to the jolly boat just as the deck behind her catches aflame.

Lark easily gets the ship ready and, with sail, and oars, you get away from the ship well before you are in danger of it collapsing upon you.

The Besmara's Whim awaits safely for you, many of the crew cheering as they see you return and the smoke rising in the distance behind you. The crew work to bring the launch up and get you safely back... and of course there are many expectant eyes upon you, all no doubt wondering what loot you discovered.

Quinn raises an eyebrow at the blood soaked clothing and fresh new pink magically healed skin upon Thren and Lark. She takes a long inhale on her pipe and emits smoke rings that are perhaps a replacement for rude admonishments, before finally saying aloud, "Best get moving, any other ship sees that smoke, it'll draw them toward us."

Feel to wrap up things here with whatever roleplay you like, and then we can assume we jump to sailing home. Describe what your actions will be over the next WEEK or so, and give me 7 work checks (Prof Sailor or something relevant to your job).


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Once they’re safely back aboard the Whim, Emberar beckons over Corwin and anyone else who’s still injured. “Pray with me?” Taking their hands (if they’re willing), he closes his eyes and intones, “Sunset Lord, we thank you for seeing us through the battle that we leave now. Thank you for granting us the strength of the sea, the swiftness of the wind, and the clear-eyed purpose of the sun. Now we ask that you close our wounds and guide our steps, that we may continue to sail to new vistas in your name.” As he finishes speaking, a warm golden light spreads from him around the group, and he moves among them offering quieter, personal prayers as well.

Between my open spell slots and remaining channels, I think everyone can assume they’re fully healed!

As the week rolls by, Emberar settles into his role switching off with Belinda at the helm. He also spends some of his spare time poring over the charts that the crew has of the Shackles, trying to ensure they’re on the best course to get home.

Knowledge (Geography) with favored terrain: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Knowledge (Geography) with favored terrain: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Knowledge (Geography) with favored terrain: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Knowledge (Geography) with favored terrain: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Knowledge (Geography) with favored terrain: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Knowledge (Geography) with favored terrain: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Knowledge (Geography) with favored terrain: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24


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 spends the next week doing her job. Once she's cleaned up and back on her night shift, she approaches Xosrov. "You're pretty nimble up there," she points up at the lines overhead. "I've picked up quite a bit on my own, but I haven't had too much formal learning. If you've got time, care to teach me a trick or two?"

Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13
Profession (sailor): 1d20 + 10 ⇒ (6) + 10 = 16
Profession (sailor): 1d20 + 10 ⇒ (3) + 10 = 13
Profession (sailor): 1d20 + 10 ⇒ (20) + 10 = 30
Profession (sailor): 1d20 + 10 ⇒ (12) + 10 = 22
Profession (sailor): 1d20 + 10 ⇒ (20) + 10 = 30
Profession (sailor): 1d20 + 10 ⇒ (14) + 10 = 24
Profession (sailor): 1d20 + 10 ⇒ (2) + 10 = 12


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Corwin doesn't mind the half-elf taking his hand. And he appreciates the healing. But he doesn't really do prayer. He's not rude, per se, just non-participatory in that kind of thing. He nods his thanks as his wounds seal up and gives him a friendly shoulder-chuck. "It appears," he says to everyone and no one, "we may need to work a bit on tactics, like not rushing headlong into danger when there's someone else there to help take the hits for you." He smiles at Lark and Thren and goes back to doing his work aboard the ship.
In fact, he spends much of that week trying to drill the crew in group tactics. "We're gonna learn about teamwork, people. Knowing your assets and your limitations."
prof:soldier: 1d20 + 6 ⇒ (2) + 6 = 8
prof:soldier: 1d20 + 6 ⇒ (12) + 6 = 18
prof:soldier: 1d20 + 6 ⇒ (17) + 6 = 23
prof:soldier: 1d20 + 6 ⇒ (6) + 6 = 12
prof:soldier: 1d20 + 6 ⇒ (20) + 6 = 26
prof:soldier: 1d20 + 6 ⇒ (4) + 6 = 10
prof:soldier: 1d20 + 6 ⇒ (10) + 6 = 16
The crew's a little reticent at first, but after he shows them how much more effective a team can be versus a horde of self-serving individuals, they start to fall in line a little better.


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

"Great. Lark, I already got Sandara for this, Corwin's all yours!" Thren jokes to her captain. "Let's hope they don't start teaming up on us. They'll insist on us being safe and avoiding all the fun!"


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]

"I'm not sure Sandara's admonitions are working for you, Thren. Are you sure you don't want to give Corwin a try with me? Lark jokes back at Threnody, but also fully endorses Corwin's training plan. The young captain works to keep the ship running smoothly, but makes time each day to join Corwin and the crew for at least part of their session.

Profession sailor: 1d20 + 13 ⇒ (19) + 13 = 32
Profession sailor: 1d20 + 13 ⇒ (20) + 13 = 33
Profession sailor: 1d20 + 13 ⇒ (19) + 13 = 32
Profession sailor: 1d20 + 13 ⇒ (18) + 13 = 31
Profession sailor: 1d20 + 13 ⇒ (5) + 13 = 18
Profession sailor: 1d20 + 13 ⇒ (3) + 13 = 16
Profession sailor: 1d20 + 13 ⇒ (6) + 13 = 19


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

"If they weren't working on me, I'd have been bleeding out long before you instead of only seconds before you!" Thren jokes back.


Forces of Nature Battlemap

Do the other officers participate in Corwin's tactical training (when it suits their schedule? Night shift crew will get rotated in and out so they can be trained as well.)


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 going to hopefully be starting her feat retraining, but if she can find time she'll do it.


Forces of Nature Battlemap

I mean during the coming week. My understanding was your retraining was going to occur once you reached Ghoral Rey; it would be hard to start this while on duty aboard ship.


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

Work Check Profession (Sailor): 1d20 + 10 ⇒ (11) + 10 = 21
Work Check Profession (Sailor): 1d20 + 10 ⇒ (19) + 10 = 29
Work Check Profession (Sailor): 1d20 + 10 ⇒ (12) + 10 = 22
Work Check Profession (Sailor): 1d20 + 10 ⇒ (20) + 10 = 30
Work Check Profession (Sailor): 1d20 + 10 ⇒ (11) + 10 = 21
Work Check Profession (Sailor): 1d20 + 10 ⇒ (15) + 10 = 25
Work Check Profession (Sailor): 1d20 + 10 ⇒ (6) + 10 = 16

I'll use my Besmara's Blessing to reroll that last check.

Work Check Profession (Sailor): 1d20 + 10 ⇒ (20) + 10 = 30

Kahuranga spends the week settling into his role as ship's mage. He works with Corwin to expose the crew to as much arcane trouble as he can conjure.

I imagine that for the most part being ship's mage is similar to being the doctor on a starship. You spend most of the time working on your own little experiments until suddenly you are needed.


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

Fair enough! In that case Thren will definitely work with Corwin when the chance presents itself.


Forces of Nature Battlemap

The crew at first dislikes being put through their paces with Corwin, but especially since all the officers are participating as well, to establish tactics between all levels of the crew, they soon relax. A few of the newer crew bellyache a bit under their breaths during the main meal of the day (the evening meal) but Giffer Tibbs and Barefoot Samms regale the crew with tales of the Wormwood's "gentle" approach to training, with Scourge and Krine's bitter words and bitterer lashings, and Corwin is looked upon more gratefully.

You make good headway such that when the winds get a bit slow, the time you make up for on windier days evens everything out. The weather is mainly fair--hot, but manageable. It rains off and on but nothing remarkable. When Belina is awake at the same time Emberar is, she points out sights they pass and how they correlate to the maps--and he realizes she keeps remarkably accurate and constantly updated charts of the seas they sail.

BTW you can make up to 7 influence checks if you want, it is for 7 days. If not we shall proceed

Soon enough you make it back to the odd little chain of islands where Ghoral Rey sits at the northernmost edge. The sun is hanging low in the sky, and you can see an occasional flash from the cliffs due to the low sun glinting off the glass of the lighthouse--it is not yet able to be lit, but clearly the crew has continued the clearing and cleaning of the great tower.

What next? You've got as much downtime as you want/need. Threnody has let me know she'd like to retrain a feat at some point, and all of you can do that as well and/or research spell, craft things, or help with construction. You also haven't visited Kelizar yet. This is also a good time to build influence if you like, which we can speed through with rolls, but roleplay is always welcome. Guidance from all of you on how much you want to play out and how much you want to leave to rolling/handwaving would be appreciated. Thanks. Also -- once you leave for the Devil's Arches, I will probably not go as in depth on the seafaring -- maybe an event here and there to remind you you are on a ship, so once that happens, please be sure to speak up if you have any special plans and/or want to work on influence, etc.


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 will need five days to retrain one feat. I do want to know, if possible, how long before our first payment to Kelizar is due so we can establish firmer plans. Also, let's not forget we're building a fortress regardless of our efforts to deal with cursed musical instruments!

I'd be fine with a bit more hand-waving, at least till we get to things like Hell's Harbor or the demon-infested isles. Keep more of it to the background until we put our own efforts into it. But that's my opinion.


Forces of Nature Battlemap

The agreement is every six months... it's been about two-three months since you've seen him (though nothing prevents you from visiting him sooner, especially if travel prevents you from hitting the exact 6 month mark). You've also conquered territory and have agreed to build him lairs.


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

Thanks. I'd mentioned using the cyclops' old lair as the site of a new one for him.

At some point Thren tracks down Lark during the trip back. "I had a thought. More like a worry." She begins. "We need to fill up the hold and pay the dragon a visit at some point. How much loot do we need yet? It's been a couple months. Not to mention we should probably get a lair built for him, like, say, where we ran into those cyclops."


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]

"It's a good thought. We don't want to be late visiting the dragon and that cursed island isn't going anywhere." Lark agrees with Threnody and starts speculating aloud. "That giant shell is good start on the tribute we owe. Speaking of large things, I wonder if he'd like an ancient cyclops statue? Could we even get one of those into the hold? There's also raw materials from the island - lumber 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

"We also have the tusks from that animal we killed before the cyclops tried to mangle me. I had Jack doing scrimshaw work on them. What else do we have so far?"


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]

To answer one of GMDQ's earlier questions - like Thren, I'm fine with hand-waving / rolling our way through through Brightglass Isle and even any parts of a visit to Kelizar that make sense.

Here's some plunder that I don't think we've sold/spent yet, along with where we got it:

Sahuagin Nest / Shipwreck
3 bolts of high quality Rahadoumi silk


Ghoral-Ray (aka Brightglass Isle)
Mastodon Ivory, scrimshawed by Jack
Osilir's Shell
Tapestry (1 plunder)


Warvil's Folly
A beautifully painted rhino hide depicting a scene of lizardfolk fighting what appear to be humans bearing the symbols of Abadar. The hide is edged in hoops of mother-of-pearl


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

I'd say that most of that could go to Kelizar, while we keep the stuff like the assorted masterwork weapons for our armory. If we find some interesting items along the way to add to it, so much the better. We should also spend a bit of time making a lair for him while we're in port.


Forces of Nature Battlemap

You also do not HAVE TO go to Kelizar. That was not a GM's subtle "do this or else," it was just reminding you that that is a thing in your life that occasionally requires maintenance.

Anyone who has not checked in yet: I am waiting on player opinions and actions; if you have none please say that clearly. Thank you.


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 don't have anything specific to do in downtime. I'm happy to help with whatever projects are going on at Brightglass.


Forces of Nature Battlemap

Threnody is training. What buildings are the rest of you working on? How much leave are you taking? Are you talking to other people or hiding away? I'm still waiting on all of you to make plans.


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

The next construction project should be lodgings in the area below the lighthouse, followed by plans for kitchens, based on conversations we had in April.


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

if anyone would like to make a suggestion as to what Corwin could help out with, I'll take it!


Forces of Nature Battlemap

Corwin, among anything else anyone says, you can continue your training the crew, which can count toward morale--let's say dedicating a week to it can raise up to three neutral disposition crew members up to friendly.

You all can also make the usual influence checks (social roll--three successes==disposition shift (DC 15 for neutral to friendly, DC 10 from friendly to helpful). There WILL be times that will occur in the future that your crew's disposition toward you will matter. Among other things, remember that helpful crew can Aid Another. (This was established a way long time ago, and I realized it was a good idea to remind you, as it hasn't been used in awhile. All the crew dispositions are noted on the crew list.

Kahuranga and Corwin see for the first time the lovely jungle covered island, with cliffs all along one side. Map is on Campaign Page; it is not precisely to scale but should give you the gist You sail to the eastward side and enter a large opening in the cliffs to arrive in a cove large enough to hold several ships. Beyond the shore are more, smaller cave entrances that lead deeper into the fortress. see Ghoral Rey Map, linked in microstatblock

Here you can find other things to do

You return to see an impressive sight: the drydock is nearly complete. The craftspeople and labor have managed to build an impressive area consisting of an artificial channel and series of cranes, where a ship will sail into the channel, enough water can be pumped out where a series of braces can be installed below the ship, and then cranes attached to the ship lift it up further out of the water so it can be repaired in its entirety. Only final touches need to be made to the attached workshop and shipwright's office, within the week.

The Fearsome Tide--a two-century old caravel that is beautiful in spite of its dilapidated condition--is not yet in the drydock--since it is not sailworthy, they need your help towing it into place DC 30 Sail check, aid another allowed. Then repairs can begin on it in earnest.

You are greeted by "Fishguts" Kroop, a stout, rotund middle-aged man with a face that clearly has seen a few fists and boots in its time. A black chicken sits upon his shoulder. He is dressed in an apron and chef's hat--in spite of his promotion to steward, he is still dressed for his old craft, as indeed, he has been feeding the workers. He reports all is well, with good fishing and hunting making it easy to feed the crew--but notes that those staying here are too afraid of jungle monsters to go inland to harvest fruit.

He reminds you that Captain Drakerider Fleetfoot of the Long Sunset will return shortly--within a few days, in fact--to pick up her crew. If you want to talk them into staying for good, you'll need to do so now and with incentive DC 20 Diplomacy check, aid another is fine, PLUS 100 gp; every offer of 100 gp more will add +2 to the check

Fleetfoot may also have more salvage to trade. You may purchase goods, labor, or specific mundane gear including armor and weapons. Basically if it would be sensible to have or find in this region, she has it in stock.

Lee pulls all officers aside and says to you:

"I've been thinking about this hard--oddly enough, I ran into a cousin of mine from Absalom while we were docked in Plumetown. My family's school has had some... let's just say, difficulties of the arcane variety. I have no... NO... NOOOOOOO desire to return to Absalom--my fate is with all of you here today--but I want to do some spell research that I can send over to my family via magic later on. I think I also need more time for Muffin to get used to his new form... or maybe I need more time to get used to it. I thought it would be really neat to have an intelligent, talking cat for a familiar, but suddenly he is a lot more noticeable..."

He rubs the back of his head. "Anyway, what I am getting at is I would like to stay here at Ghoral Rey to do my research. I can help with repairs as well and also do anything you need me to. Plus, I think having my spellcasting to help protect the island will help me sleep at night. I keep thinking about leaving just some fishermen and Kroop here alone--what if a dragon attacks or more of those cyclops show up?" He emphasizes his thought with a broad grimace.

"I've been working with Ursa, who seems a big fan of Thren and has a great head for bookkeeping. She's picked up things three times as fast as I did from our Quartermaster on the Kiss. I think she'd do a good job in my stead as Quartermaster. I'm sorry to abandon you like this, but I think it's for the best."

Threnody asks Xosrov to work with her on some fighting footwork on deck; he is flattered beyond words to be asked and works hard to help her. He moves from neutral to Friendly. Their training program will take five fays.

The work on the drydock will complete itself within the week without your assistance. The next agreed upon project was converting the cyclops' bunk area to something for suitable for smaller (relatively speaking) folk.

Back to you!


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Emberar greets everyone at Ghoral Rey warmly - the place is already starting to feel like home, though he hasn't been there long. At the end of the first day, he seeks out Lark in his quarters.

"Captain, assuming you don't need me for anything else, I'd like to continue my investigation of that old observatory and any of the other interesting ruins you discovered when you were clearing out the place. I'm happy to help with something more pressing, of course, if there are practical things that need to be done, but if not..." He trails off, making his preference fairly clear.

I'm fine with hand-waving a fair amount of downtime stuff; I don't have any crafting abilities and (currently) no desire/interest in retraining stuff, so I don't have much of import to do on the island unless someone has a task to assign me!

I will try to help influence Capt. Fleetfoot, since I know her. I assume someone more charismatic than I (Thren? Lark?) will be making the official check.

Diplomacy Aid: 1d20 + 1 ⇒ (7) + 1 = 8


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's the diplomat. Thren's the scary one, so let's let him do the roll to try to convince Drakerider's crew to stay.

"Lee...you and Muffin will be missed, but I'd sleep better knowing there's someone with some magic to help keep an eye on this place while we're not here." Thren admits readily. "Kahuranga is a decent enough sort and he'll supply that arcane might while we're out and about. And if Ursa's ready to take over quartermastering duties, that's the other half covered. You can keep an eye on things here, make sure whatever we've got building is actually being built too I hope." She claps her companion on the shoulder. "Hopefully Muffin won't get too fat without a ship to keep rat-free." She grins.

The bard turns to talk to Sunstruck. "See what you can figure out in the observatory. Just don't damage the place and don't take all year. At some point I aim to pick a cozy nook and claim it for my own personal space. Once the hatch to the hilltop's ready at any rate!"

"Corwin, I'd say keep drilling the crew while we're getting quarters built. Definitely try to work on things like boarding and repelling boarders, those might come in handy sometime."

When she gets a chance, Thren will stop to talk to Ursa about what's on the ship, what she'll need to take over as quartermaster, and so on. Then she'll see how Mary's doing. "We'd talked about doing coats or something for the crew if I remember right. Any ideas you want to run past me?" To Carlos, she'll recommend he spend time with Corwin, but make sure when she can she's there for drills and sees him at work. Derrick she'll talk with as well about what he'll need to help get lodgings built. Finch she'll leave be to mix with the crew.

The tiefling spends the best part of a week with Xosrov, learning every trick she can from him for moving through the rigging. Up and down cliffs. Trees. And then through the water. Thren's retraining for the Athletics feat. She comes to rest in the observatory each evening, piling up some blankets in a good spot, with a spot of tea. Weather permitting, she might even climb back outside to gaze at the stars.


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 spend time exploring Ghoral Rey, a beautiful island hideaway. Somewhat unusually, he and Taniwha will also explore beneath the waters of the inlet arch and the watery surroundings of the area.

Taniwha is amphibious, and Kahuranga has the water lung hex. We would love to have a small underwater or partially submerged cavern that would serve as a hideaway/lair.


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 tracks down Drakerider's team as they finish up the drydock work one day. "I'm not gonna lie, I love your work. Looks like things got done without trouble, which I love. We've got plenty more work in mind if you're up for staying here for a while. There's coin in it for you, of course." Thren jingles a pouch of gold for emphasis. "Care to stick around for a while?"

Why not? Maybe Lark will get an easy day....

Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22


1 person marked this as a favorite.
Forces of Nature Battlemap

Observatory

I've checked my notes/gameplay thread and I do not see that the observatory has been repaired--the hatch cannot yet be opened. If it was ordered, I think I missed it because I don't remember having an NPC make the check to fix it and can't find evidence of such in the thread. It is a "broken" Observatory, it needs to be restored at half the capital costs (this is not in the original restoration guide, but something I said later), and the hatch needs to be repaired with a DC 25 Knowledge Engineering check before it can be opened (unless you would like to risk opening it, and several hundred pounds of metal falls on your head). The one thing you did do was clear off the top so that it can open unimpeded, but it still needs to be repaired).

Emberar investigates the Observatory. He notices the carvings along the walls were once painted, the natural dyes having faded or chipped off with time. Runes in ancient Cyclops dot various shapes that look like constellations -- and indeed, a ring of carvings around the hatch look like a distorted (ancient) version of the Cosmic Caravan.

But the other carvings are otherworldly, esoteric... and then you recall that it is a "map" of various planes and how they intersect with one another. Furthermore, you find that if you trace the right pattern, you can learn about the denizens of the planes.

You can study the carvings for 1d4 hours to answer questions about Outsiders and the Planes. You need to make a Knowledge Planes check, but can do so untrained even for any difficulty. Characters need to be able to read Cyclops (or use an appropriate translation spell) to use this ability.

Once the room is repaired, and care taken to restore some of the crumbled carvings and paintings--as well as the hatch--you think the room could also be used for certain types of divination--not so much to answer specific questions, but gain a sense of how the movement of the planes interacts with the movement of Golarion and the stars, in other words using a sort of planar astrology to get a feel for whether something good or bad is coming during a certain period of time. Knowledge Planes check or a Profession Augurer (something like that) check or another check you can propose is appropriate, for a prediction for a period of time about a month long. Results will be general, like a horoscope -- e.g., "much danger ahead," or "opportunity for wealth."

Fleetfoot's crew

Emberar, are you trying to charm Fleetfoot or the crew you hope to hire on? It doesn't hurt to butter her up of course, but that wasn't what the check I asked for was for, so just being sure.

Thren, I assume the offer is 100 gp? I mean you succeeded, just checking.

The three craftsmen look at one another, talk among themselves, and nod in agreement. The shipwright, Seraphina, speaks for them. "Agreed. The seas have been getting hot of late, and I'd rather stay in a safe place with good paying work for the time being. You've got us for at least the next six months. If we get bored, I'll just build us a boat and we'll leave!" She laughs, clearly joking.

"Now that the drydock's almost done, don't forget to ask Stonekicker to look at that silly room with the door in the ceiling."

I will add them to the crew roster. As a reminder, they are a team of craftsmen for the purposes of Labor/Teams, but individually they are Seraphina a human shipwright, Velma (she's supposed to be a woodworker, but you have enough of those, so let's make her a blacksmith), and Stonekicker, a gnome engineer.

Underwater Adventures with Kahuranga
There is good and bad news for Kahuranga.

The bad news is the underwater scape in Ghoral-Rey's cove itself looks like a terror maze for merfolk. The home to an elder aberration for generations, as well as its primitive followers/offspring, the bones of their victims litter the floor of the cove; while the crew worked to clear newer, floating corpses and beasts from the surface, older remains have sunk to the bottom and gotten stuck in the rocks and seaweeed pools. As you swim around it is easy to suddenly come face to face with a human skull or some such. Some have even formed small ecosystems, with sea life growing on and around old bones. Other detritus litters the area as well, old, rusted weapons, pieces of ships, and smashed boxes and crates. Indeed, some of the remains predate Orsilir's domination of the cove and go back to the legendary Jemma Redclaw's use of the fortress as her pirate lair. Though likely most of this would be disintegrated, some could even go back to the era of Ghol-gan.

The good news is that indeed since the great incutilis lord Orsilir dwelled here for some time, there is an underwater hollow that looks oddly smooth--like over time someone worked to clear it out--where the creature slept or nursed wounds. It has a 10 foot wide entrance and expands to a 20x20 foot area within. It is oddly featureless (Kahuranga would not know this immediately, but the creature was capable of emitting secretions that hardened, and he likely "decorated" the lair with them; all such "black coral" has slowly melted and washed away since the creature's death), save for some soft seaweed on the floor of the cavern. On the upshot, it can be decorated or adjusted as one likes.

I'll wait for some of the others to check in before carrying on


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 knows the observatory isn't ready yet; she's just establishing that she's called dibs on it with our new crewmates. Other things need done before it's rebuilt like the previously mentioned lodgings and then kitchens.

Thren gladly pays Seraphina and company the 100gp. "Glad to have you then! I'll find your man Stonekicker and ask him to look at the hatch, but right now I just want my crew to have places to sleep and eat. Pirates aren't always jolly, so if they can sleep well and eat well that might help a bit," the bard jokes.


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 is happy to send Emberar off to his research, "Carry on, of course. At the end of the week, when the dry dock is done, I'll probably want your help moving the Fearsome Tide. We'll fetch you when we're ready."

The young captain is less enthusiastic about losing Lee from their regular crew, "Ah, your captain wants you shipboard, but your friend won't press you. If this is what you want, then you'll have it. You're right, too, it'll be nice knowing the isle is well defended."

Lark looks on with a carefully neutral expression as Threnody wrangles Fleetfoot's crew. As they leave he breaks into a wide grin and short applause. "Oh, nicely done! You're making this far too easy for me, I'm going to get spoiled."

Thren, what a great Hail Mary!

Once the dry dock is ready Lark will call for all hands on deck to help tow the Fearsome Tide into place.

Profession sailor, DC 30: 1d20 + 13 ⇒ (17) + 13 = 30


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Corwin takes his time examining the home base. "Not bad. Got some good defensive stations, access to resources... not bad at all."
prof:soldier: 1d20 + 6 ⇒ (14) + 6 = 20 (to look for any areas that need to be beefed up)
In the meantime, he continues to work on whatever crew wishes to stay aboard. He's not really looking to make enemies, or friends, so much as people he can count on in a scrape. If anyone needs convincing, he's happy to help. intimidation: 1d20 + 13 ⇒ (4) + 13 = 17 That's about as social as he gets.


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 isn't overly disturbed by the dead becoming food and home for underwater species. Taniwha thinks the whole area is gross, especially since he is filtering all of this through his gills.

In the evenings, Kahuranga will drink and carouse as much as is available.


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

"Just remember you owe me Lark for all the times I've been skewered, stabbed, or crushed for you when it comes time to fix up the observatory," Thren banters with her captain and friend. "I paid for them out of my pocket too. I want a good reliable team around to fix this place up. Most of what we want to do can probably be done in half a year I imagine."


Forces of Nature Battlemap

The crew with Lark's leadership has no trouble getting the Fearsome Tide into place. Doc Imogene literally shivers with anticipation of getting to restore the old beauty.

With new supplies in place, the offerings for food are pretty varied and tasty, although the crew on the ship, craving fresh fruit, are surprised to find the mangos and coconuts harvested on the island are being rationed out--they have to fight for them from the boars. Rum is still rationed and must be purchased beyond getting one's usual share, as Kroop has recognized they will otherwise run out quickly on the island. He himself seems to be doing better about helping himself to extra helpings, trying to set an example. You can see that he struggles, but just being away from the Wormwood and with safe employment has done wonders for him.

Conchobar tries to draw Kahuranga into a game of cards.

Corwin finds the "front" entrance to the fortress overzealously well protected if anything. Hidden behind a waterfall, the door can only be opened by playing the right three notes on a Gholgani shofar, or mimicking the sound thereof. It is extraordinarily well reinforced, both construction-wise and magically to boot, and flanked by a pair of statues that shoot scorching rays at anyone who approaches with the doors shut. The doors, when opened, close automatically after a minute or so. Whatever mechanism that controls them must be well built to still be in good condition after all this time. Now, if any structures are ever built on the island proper, they might need fortifications, but such projects are likely far off.

The "rear" entrance of course is the way you came in, through the large cave entrance to this underground cove. While sheltered from weather and not east to spot from far away, an enemy who knew the location could approach without being seen by anyone inside the cove until they were far too close--the same goes for sea monsters, a fact which is emphasized given the immediate prior owner of this place was a horror from the deep. The cave protects those within from bombardment, but a savvy pirate could bombard the cave mouth itself in hopes of creating a cave in, trapping the ships; weapons and magic capable of doing such a thing are rare, but they do exist, and definitely in the Shackles. There are also no defenses apart from the cave walls--no battery or watchtowers.

Say so when you're ready to move on.


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

Ready to move on.


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

We also have loot from the sahuagin ship to divvy up, like the three potions of cure moderate wounds and the various magical crossbow bolts.

4,751 to 4,800 of 7,919 << first < prev | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMDQ's Skull and Shackles All Messageboards

Want to post a reply? Sign in.