GM Shathira's Skull and Shackles

Game Master Kelarith

Skull and Shackles campaign

Boarding Party

Man's Promise Main Deck

Arron's Journal

PBP Player Expectations

Treasure Sheet


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Eli, all of your gear is here, stowed along with the rest of your compatriots gear.


Davina works diligently in the bilges, but the heat, the constant damp, and worse, the stench of it all saps most of the strength from you. After rum rations, you fell a bit fatigued, but still feels as though she could do something if needed.

Astein, catches fish without much trouble, but in the process of making the fish stew, it starts to get away from him, and the flavor is just a bit off, until Rosie Cuswell swings in and tells him to add in a few different spices, which saves the meal. The pirates still complain about the taste, but then...pirates.

During the evening, Astein sets up at his barrel, and Samms brings Tilly Brackett around and tells Tilly to get cards read. Samms tells Tilly about how the cards gave her some hope, and Tilly sits down somewhat reluctantly. "Is the Wormwood headed for good fortune?"

Ri'el has a fairly easy time catching rats, and when he offers some to Coglin, 'Cog' holds up a fairly small catch. "Thanks, mate. Can't believe these rotters 'ave me catchin' rats. I wanted pirate life f'r th' fightin' nah t'spend moi life drudgin' away. Best watch tryin' t'take toime t'yerself though. Scourge'll flay ya for bein' a laze about, quota met er not."
Coglin is now indifferent

Jack asks Grok if she needs some repairs done, and Grok looks at him and then out the door, "Jack can help Grok with some small things, but you caught in here, during day, Scourge will give lashes for shirking duty. So Jack keep it quiet". Jack manages to help repair a few things, and Grok returns his greatsword as payment.

Syl looks at Arenya with a slight, somewhat disturbing smile, "Weren't my idea, luv. We was put up to it, to make ya late to you'd wind up on the wrong end of the lash. Don't look to much inta it, I'm always up fer layin a hurt somewhere's, but you an' yours did me a right turn by not leavin me ta get lashed. You're a good sort, so you'll avoid any shivvin' by me." With that, Syl walks off, seemingly without another care in the world.

In the evening, Arenya is able to hide her rum ration.
Syl is now friendly

Garavaen finishes his work for the day, and gets ready for the evening by setting up his barrel and sets about gambling.

will post the recap of Eli's actions, as soon as his dealings with Grok are finished.


ArenyaTiefling [Rakshasa-Spawn (Beastbrood)], Bard/3, HP 22/22 AC/T/FF 16/13/13 F+2, R+6 W+2, CN Init +3, Darkvision 60 ft Acrobatics +6, (Bluff +9) Climb +7, Diplomacy +9, Perception +5, Profession(Sailor) +5, Peform (Sing) +9, Sense Motive +9, Slieght of Hand +9, Stealth +9, Swim +7,

Peform Sing: 1d20 + 7 ⇒ (12) + 7 = 19

A smile spreads across Arenya's face as she ends the day on a much merrier note than it begun. Having made friends with Syl and saving another ration of Rum for Grok she decides to try and entertain the crew with a song she's commonly heard sung with sailors on the shackles. She looks about for some thing to stand on, find a barrel in the corner she climbs upon it and clears her throat to get the crews attention as she begins to sing.

Yo, Ho haul together, hoist the colours high
Heave ho, thieves and beggars, never shall we die
Yo, Ho haul together, hoist the colours high
Heave ho, thieves and beggars, never shall we die

The King and his men stole the queen from her bed
and bound her in her bones
The seas be ours and by the powers
Where we will...we'll roam

Yo, Ho haul together, hoist the colours high
Heave ho, thieves and beggars, never say we die

Some men have died and some are alive
And others sail on the sea
With the keys to the cage
And the devil to pay
We lay to Fiddler's Green!

Yo, Ho haul together, hoist the colours high
Heave ho, thieves and beggars, never shall we die

The bell has been raised from its watery grave
Do you hear its sepulchral tone?
A Call to all, pay heed to the squall
And turn your sail towards home!
Yo, Ho haul together, hoist the colours high
Heave ho, thieves and beggars, never shall we die

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

After the evenings entertainment Arenya attempts to sneak off to find Grok and give her the rum. "Hey Grok, it's me Arenya. I've brought you something. I thought you might enjoy a few cups of rum. You've been good to us and all, not like some of the others and I thought you might enjoy some drink. Any chance I could trade you some of this rum for a few of my things... I mean the Captian's things that were once mine." she says looking hopeful. [b]"You know since you've been so good to us I could try and bring you more rum as often I am able."[b] she adds hoping Grok enjoys the rum as most pirates commonly do.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Con Check (extra night time action): 1d20 + 1 ⇒ (14) + 1 = 15 vs DC 14 (Correct me if I'm mistaken)
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22


For the Shanty, I'll give Arenya a +2 circumstance on the roll for the entertainment, which pushes the entertain roll to a success. For the next 24 hours of ship time, Arenya is at +2 to cha based skill rolls.

"Singing girl better not get caught hiding rum!" Grok says with a laugh in her voice, and knocks back both jacks of rum. "Grok hear Singing Girl's song tonight and Grok liked it. Grok misses songs like that. The ship used to be filled with bawdy song. Not now. Grok sighs, her eyes taking on a distant stare, before she snaps out of it, and reaches into several different chests, and hands back all of Arenya's gear. "These your things again. You earned them."


ArenyaTiefling [Rakshasa-Spawn (Beastbrood)], Bard/3, HP 22/22 AC/T/FF 16/13/13 F+2, R+6 W+2, CN Init +3, Darkvision 60 ft Acrobatics +6, (Bluff +9) Climb +7, Diplomacy +9, Perception +5, Profession(Sailor) +5, Peform (Sing) +9, Sense Motive +9, Slieght of Hand +9, Stealth +9, Swim +7,

Arenya looks over her fine studded leather armour, her dagger and the little coin she had. A tear streams down her left cheek and the gear is handed over to her. She puts on the armour feeling a lot safer and carefully hides the dagger away. "Oh Grok, thank you so much. You don't know what this means to me. I promise you this ship shall be full of bawdy song enough. I shall see to it as long as their is breath in me." she returns to her bunk beaming.


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)

Shathira, is the ball in my court or yours? I was thinking Grok might have a price in mind for some or all of my gear.


I was putting it back into your court, but I can run with it ;)

Grok grabs the tricorn and plops it down on Eli's head, "Grok think you look better in hat. Grok give it back to you." She looks at the rest of his things and seems to be uncertain. "Plugg may get unhappy if all stuff is gone, so Grok not sure..."


Going to wait for Astein and Eli to finish out night 3


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)

Eli pulls off his hat and gives Grok an over-elaborate bow of thanks, sweeping the floor with his returned chapeau. He follows it with a quick kiss to her hand. Then he puts the hat back on his head and tilts it to a rakish angle. "You're a lady from the ground up, Lovely Grok. I don't want you getting in trouble with nobody... I'm not worried about most of that gear, but I'd like the bow back for when we run afoul of bad folk. Don't worry, I'll figure a way to pay you, get my bow, and give Plugg nothing to complain about."

Eli leaves the charming quartermaster with a wink and a toothy smile, the gears turning in his small head... Even as he reclines in his hammock, he keeps an eye on the least friendly of the crew. Specifically, he watches when they go in and out of their footlockers. He looks to see if any of them have coins.

Eli will head to bed. My basic plan is to spend the first week of Night Actions in my bunk - better to lull the baddies who may be trying to catch me doing something untoward.


diplomacy for Eli: 1d20 + 2 ⇒ (8) + 2 = 10

Grok thinks for a moment after Eli bows, and looks around to see if anyone is watching, before she hands him the bow and arrows. "Eli needs to be able to protect himself and friends. Grok give this now, you pay back later."


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)

Eli stares at the bow for a moment, genuinely touched by her generosity and the associated risks. He lays his red eyes earnestly on the half-orc. "I'm gonna kiss more than your hand for this, Grok... And I'll pay you back as soon as I can."


Going to push on to the next day

DAY FOUR

The day starts normally enough, with Scourge calling the roll and passing out ships duties. "Gobbo, Upper Riggin' needs fixin', Davina-pet let's see how you like the bilges again, Ri'el yer the runner today, Red-Jack yer on ropes and knots, The Singer is on repairs, an' we'll be expectin' another song later. Garavaen, yer our rat-catcher, Cook's mate report ta fishguts

Ambrose drunk?: 1d100 ⇒ 48 Ambrose is drunk, but again seems functional "Sorry bout yesterday, this excuse for a barge gets ta be too much sometimes. I just need your help cooking today is all.

Davina, about 1/2 way through the day, you hear the squeaking sounds of rats, which is not uncommon, but these seem more threatening. Shortly after that Jack Scrimshaw screams and runs past you up the ladder to the deck, "Bloody hell 'at things as big as a dog!

Above decks, everyone sees Jack run to Plugg, holding his arm tight to his chest, and excitedly gesturing below.

perception dc 10:
Jack's face is ashen white, and you overhear him talking to Plugg. "Big as a bleedin' dog it were, and it took a chunk right out o' me arm, it did.

Plugg looks around at the crew, and his gaze falls heavily on each of the new crew. "It's your friend and crewmate down there now, alone with whatever else is down there. Get down there and find it, and kill it. And grab the cook's mate too. Don't think about coming back up till whatever it is, is dead. We'll be lockin' the Bilge hatch behind ya for a few hours to give you time." Scourge and his cronies seem to be rather pleased with the announcement.


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

Hearing the frightening squeaks, and seeing the other man run away, Davina looks for the source of his fright. Perception: 1d20 - 1 ⇒ (13) - 1 = 12

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

So...does this override our daily task? If not:

"A runner? What about me looks like I'm good for that kind of thing? Well, I suppose I'm kinda skinny...but that's more on the 'scrawny' side than 'lean'... Well, hope I don't wear myself out..."

Acrobatics: 1d20 ⇒ 16
Constitution: 1d20 ⇒ 12

Ri'el's time at sea must have been doing his health quite some good, for he surprises himself at his own performance as he runs around the ship bearing the day's messages. That doesn't stop the blood from draining from his face when he sees Jack Scrimshaw running up to the deck, blood trailing in his wake.

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

"Big as a dog? What was it? A rat?" Ri'el thinks back to this time on Mediogalti, recalling how just about everything there was that much bigger. The reptiles especially tended to dwarf the mammals, but even then, the mammals there were often larger than those found anywhere else in the shackles, and could be rather dangerous to the unskilled and unprepared. He pauses momentarily to consider whether whatever spirits watched over the rats of Golarion were taking revenge for all the rats he had caught the day before, and finds himself desperately hoping that is not the case!

"Rats..." he mutters to the rest of the group as he runs with them to collect Astein, "This sounds dire..."

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2
GM Shathira wrote:
During the evening, Astein sets up at his barrel, and Samms brings Tilly Brackett around and tells Tilly to get cards read. Samms tells Tilly about how the cards gave her some hope, and Tilly sits down somewhat reluctantly. "Is the Wormwood headed for good fortune?"

Retcon, sorry was away

Astein greets Samms warmly and chats a bit while he shuffles the cards. With a good day in the kitchens and getting used to the feel of the ship, the Varisian seems a bit more cheerful than he has since being kidnapped aboard. Upon the introduction, he turns to Tilly saying solemly "Besmara has blessed and cursed me with the Sight through the Harrowing, but only as long as I roam the seas. What I say has truth and is meant to guide, but fate is always yours to claim. Ships don't have fortunes, people do. So let us see what Fortune holds for your continued voyage aboard the Wormwood."

He slowly lays out the cards in a Tapestry:

The Beating---> The Midwife--------> The Winged Serpent

The Cyclone---> The Sickness-------> The Dance

The Book------> The Queen Mother---> The Empty Throne

Tapestry:

C1 C4 C7
C2 C5 C8
C3 C6 C9

Chosen Card: 1d9 ⇒ 8

C1 Suit: 1d6 ⇒ 1 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C1 Alignment: 1d9 ⇒ 4 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C1 Direction: 1d2 ⇒ 1 1=Upright, 2=Inverted

C2 Suit: 1d6 ⇒ 1 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C2 Alignment: 1d9 ⇒ 9 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C2 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C3 Suit: 1d6 ⇒ 2 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C3 Alignment: 1d9 ⇒ 1 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C3 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C4 Suit: 1d6 ⇒ 5 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C4 Alignment: 1d9 ⇒ 2 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C4 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C5 Suit: 1d6 ⇒ 3 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C5 Alignment: 1d9 ⇒ 8 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C5 Direction: 1d2 ⇒ 1 1=Upright, 2=Inverted

C6 Suit: 1d6 ⇒ 5 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C6 Alignment: 1d9 ⇒ 2 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C6 Direction: 1d2 ⇒ 1 1=Upright, 2=Inverted

C7 Suit: 1d6 ⇒ 1 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C7 Alignment: 1d9 ⇒ 8 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C7 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C8 Suit: 1d6 ⇒ 2 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C8 Alignment: 1d9 ⇒ 1 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C8 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C9 Suit: 1d6 ⇒ 6 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C9 Alignment: 1d9 ⇒ 1 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C9 Direction: 1d2 ⇒ 1 1=Upright, 2=Inverted

REROLLS:

C3 Suit: 1d6 ⇒ 5 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C3 Alignment: 1d9 ⇒ 4 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C3 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C6 Suit: 1d6 ⇒ 6 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C6 Alignment: 1d9 ⇒ 1 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C6 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C7 Suit: 1d6 ⇒ 5 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C7 Alignment: 1d9 ⇒ 9 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C7 Direction: 1d2 ⇒ 1 1=Upright, 2=Inverted

C7 Suit: 1d6 ⇒ 6 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C7 Alignment: 1d9 ⇒ 4 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C7 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted

C3 Suit: 1d6 ⇒ 4 1=Hammers, 2=Keys, 3=Shields, 4=Books, 5=Stars, 6=Crowns
C3 Alignment: 1d9 ⇒ 5 1=LG, 2=NG, 3=CG, 4=LN, 5=N, 6=CN, 7=LE, 8=NE, 9=CE
C3 Direction: 1d2 ⇒ 2 1=Upright, 2=Inverted


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen begins the day hiding in the shadows and leaping out to catch smaller rats.

Stealth: 1d20 + 3 ⇒ (13) + 3 = 16

I knew I should have taken the time to buy a dagger...

GM - is there any way for Garavaen to pick up his crossbow without making it clear to his captors that he's got a weapon?

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Looking at the cards then up at Tilly, Astein seems to pause for a bit before speaking.

"Seldom does Besmara grant a reading like this. The darkness of the past, the present in balance, with the promise of a great future of the present is fulfilled."

Pointing at the Midwife, Astein says "This is your card, representing you Tilly. The Midwife set in the dominant place in the present. A card of balance and light. The Midwife is a conduit of creation, healing, and change. It is a catalyst, and in this Tapestry it is the key as to whether the dark past can lead to a bright future."

Pointing below the Midwife at the Sickness Astein adds. "This is the present, the Sickness... it represents corruption within the Wormwood - darkness and sickness. A novice reader would see it as potential for plague on a ship, but it is simply the result of the cards of the Past."

"The Beating and Cyclone. This Tilly is the past on the Wormwood, and what has brought about the Sickness as the present. The Beating represents assault on the mental self of a person, a breaking of the will and forcing of subservience. The Cyclone represents intentional destruction through the plans of others. The Foreign Trader represents spies, merchants, and Pirates. These show the past of the Wormwood is a dark one. The Priate, the Foreign Trader, has used manipulation and violence to break the wills of others according to intentional plan. This has resulted in the Sickness of corruption, where power is used to force subservience and slavery simply to slate the lust for power. The past is dark indeed, infecting the present with this Sickness."

Pointing back to the central cards or the Present he adds, "But as I said, your card... the Midwife represents healing change and looking we also see the Queen Mother surrounding the sickness from the Midwife. The Queen Mother represents the opposite of the past, a powerful person who takes care of those weaker than she, so that they all add their strength together for the greater good. The Queen Mother is part of the present, and shows what the Midwife could become upon Healing and Changing the Sickness."

"Should the Midwifes succeed, the future is bright indeed. The Winged serpent, the coautl, is among the brightest cards in the Harrow, a card of light and order. It is a card of knowledge, understanding, good judgement - the opposite in many ways to the Cyclone. This is what could be the Future of the Wormwood."

Pointing below the Winged Serpent, the Varisian adds, "The Dance is how this bright future can be bought about. It represents a complex plan that require the efforts of many to succeed, but will be for the good of all. An intricate dance of planning and execution creating a future of beauty."

Indicating the final card, "And the Empty Throne is a warning for the future, not to allow the ghosts of the past tyranny to haunt you. Learn the lessons of the past and do not make the same mistakes in the future. Again a card of order and light, using knowledge of dark pasts to paint a bright future."

Looking deeply at Tilly, Astein concludes, "The cards show a dark past creating a sickness in the present, with a potentially bright future if the Midwife can heal the sickness. What do you think Tilly, can the Midwife overcome the Beating and Cyclone to heal the Wormwood through the Dance?"

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Back to the Present:

Astein helps Abrose cook, genuinely growing to like the man. As it doesn't take all the day, he sets about helping as much as he can.

Profession Cooking Diligently: 1d20 + 6 ⇒ (13) + 6 = 19

Hearing the scuffle outside and the cooks mate summoned, he hurries out the deck to see what is about.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

Seeing Jack's arm is in bad shape, Astein pulls a small vial from his pouch and smears something on the wound chanting a spell.

Cast Infernal Healing on Jack.

The wound on Jack's arm starts slowly closing as a result, leaving him as good as new.


ArenyaTiefling [Rakshasa-Spawn (Beastbrood)], Bard/3, HP 22/22 AC/T/FF 16/13/13 F+2, R+6 W+2, CN Init +3, Darkvision 60 ft Acrobatics +6, (Bluff +9) Climb +7, Diplomacy +9, Perception +5, Profession(Sailor) +5, Peform (Sing) +9, Sense Motive +9, Slieght of Hand +9, Stealth +9, Swim +7,

"Ah repairs that shouldn't be too bad. I've got a spell that can help with that." she smiles to herself.

Suddenly after the commotion her expression turns grave. She looks to the others, seeing nobody else take charge she says. "Right then, lets get to it, sounds like a large rat down there. Lets grab him get a nice stew going." she says with a cheeky smile, drawing her dagger and leading the others below.

Percetion: 1d20 + 3 ⇒ (2) + 3 = 5

Arenya starts a round of bardic performance once they're all below.


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)

Daytime: Rigging Repair (Influence)
Climb v DC10: 1d20 + 9 ⇒ (13) + 9 = 22
Prof: Sailor v DC10: 1d20 + 7 ⇒ (16) + 7 = 23
Perception v DC10: 1d20 + 7 ⇒ (2) + 7 = 9

Eli almost smiles at his assigned task. Swaying masts, tangled ropes, 50' fall to the deck... it was a gift. Working the mainsail was hard, rigging was cake. He was already planning how to thaw the icy wind he was receiving from some of the other riggers. The goblin is halfway up the mast when the commotion on the deck and Plugg's word draw him back down. He slide/skids down the mast and hits the deck with a light thump.

Rat killin'? Could be fun...

Eli throws Plugg a salute and scampers towards the hold ready to get on with a tour of the bilges, whistling all the way.

If he can grab his bow without it possibly creating a problem for Grok or himself, Eli will do it. Otherwise, he'll just head downstairs unarmed and confident.

Perception (in Bilges): 1d20 + 7 ⇒ (17) + 7 = 24

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

After tending to the Jack's arm, Astein prepares to follow his crewmates down into the bilges.

Perception: 1d20 + 1 ⇒ (19) + 1 = 20


Male Tiefling Warpriest ( Besmara ) 1 | HP 13/13 | AC 13 T 11 F 13 | F +4 R +1 W +4 | CMD 13 | Initiative +1 | Perception +8

So rope duty, nothing I haven’t done before. Jack thought to himself. His demeanor had changed for the better the last couple of days. Ok I’m here against my free will, but it’s good to be back on the open seas.

Prof. Sailor: 1d20 + 7 ⇒ (5) + 7 = 12

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Not having too much trouble coiling and stowing the ropes Jack sees the other Jack, obviously hurt and scared approaching Plugg.

Thinking of the fragile Davina alone in the bilges surrounded by rats. Jack springs into action.

Arriving at the hatch, after quickly retrieving his sword, Jack descends into the lowest area of the ship. His eyes adjust easily to the darkness and he looks around searching for Davina.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

When the others have arrived Jack casts Bless on the group. May Besmara grant us strength.


There are many of the pirates armed on deck, so carrying your weapons, or wearing other gear isn't going to raise much alarm, unless it's obviously an item that belonged to another pirate.

Davina, you hear the tramp of boots above you, so obviously someone is coming. Moving towards where you heard Jack scream, you don't see anything except the telltale splash of blood in the water.

gm rolls:
stealth: 1d20 + 11 ⇒ (17) + 11 = 28

As you draw closer though, something leaps down on you from a crossbeam, attack: 1d20 + 1 ⇒ (16) + 1 = 17
damage: 1d4 + 1 ⇒ (2) + 1 = 3
Davina Fort Save: 1d20 + 1 ⇒ (10) + 1 = 11
and takes a bite out of your shoulder, which burns terribly for a moment, but you manage to shake off that feeling. You toss the rat into the watery ground in front of you, and you see three more pairs of beady red eyes staring at you from broken crates in the bilges.

We'll give Davina one round to react before the rest of the group shows up.


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

"Ahhh!" Davina screams in pain at the bite and then realizes how bad off she Is when she sees the beady eyes.

If she can get at least two in a 15' cone:
Davina steps back and chants briefly, a spray of colors flying from her outstretched hand into the rodents. Color spray on as many as possuble with out an aoo , dc 16.

If she can't get more than one:
Davina quickly steps away from the creatures and then a cascade of sparkling dust cover the area where the rats are at. Step back and drop her daily glitterdust on the rats, dc 16 vs blindness for one round.


will save: 1d20 + 1 ⇒ (16) + 1 = 17
will save: 1d20 + 1 ⇒ (5) + 1 = 6
will save: 1d20 + 1 ⇒ (13) + 1 = 14

The spray of color shoots out from Davina's hand and catches two of the Rats on the crates, who fall to the ground twitching. The third managed to have its head underwater at the time, and was unaffected.

Those above decks here a scream of alarm or pain, or perhaps both, and rush down into the bilge in time to see the spray of colors. As you hit the ground, Jack's prayer of blessing washes over you and you feel bolstered by Besmara's will. You also notice 4 other sets of eyes starting to peer up at you from various places...

--Initiative--
Elias
Jack
Astein
Harrow
Ri'el
Rat Group 1
Thali
Davina
Arenya
Garavaen
Rat Group 2


Male Tiefling Warpriest ( Besmara ) 1 | HP 13/13 | AC 13 T 11 F 13 | F +4 R +1 W +4 | CMD 13 | Initiative +1 | Perception +8

Taking up a defensive position in front of Davina, Jack readies an attack for any aggressive rodent who wants to take a bite out of them. Stay behind me Davina!

@ GM Shathira I use Fighting Defensively until the next round, AC 15 until the start of my next turn.


A retro post to answer the Harrow reading
Tilly just stares down at the cards for a while, silently contemplating what Astein has said. "The Wormwood is all that?" She shakes her head a bit bewildered, "I-I have to go. Thank you. She hurries off her head bowed towards belowdecks.

Tilly Brackett is now friendly


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)

Eli, with bow in hand, slinks down into the darkness of the bilges, his red eyes gathering the feeble light. A pair of eyes wink into view hard by the goblin, who lashes out with a clawed hand at the creature.

MOVE: into bilge
STAND: IUS @ Rat #6

BOOM:
STAND: Unarmed (crit: 20/2x)
MODS: Bless
HIT: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
DAM: 1d4 + 1 ⇒ (4) + 1 = 5

Status:
HP: 8 / 8 | AC:17
NL: 8 / 8
Perfect Strike (1):
Ki (0):
Arrows:
Blunts:
Spell Effects:
Bless - +1 ATT/Fear Saves

You didn't mention if Arenya's IC performance kicked so I left that bonus off.


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

With the alarm sounded, Garavaen runs to retrieve his crossbow, taking comfort in the familiar weight in his hands, Now I just need to resist the urge to shoot the people that got me here..., and quickly rushes to the Bilges to help Davina.

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

Can't tell which are the two that got knocked out, so I'll need to declare 2 sets of alternative actions.

If at least 2 of rats 1, 2 and 3 are conscious:

Ri'el steps cautiously away from the rat right in his face (5ft step) and casts sleep on the the most convenient cluster of rats (rats 1, 2 and 3), hoping to take them out quickly before they do some real damage. DC16 will save.

Otherwise:

Ri'el sees the unconscious rats and guesses at the cause of their incapcitation. He decides to pull the same trick. However, one of the rats is right in his face, and he hopes that the spryness he displayed earlier in the day has yet to leave him as he attempts to duck away from it.

Acrobatics to avoid AoO for moving out of threatened square: 1d20 ⇒ 18

He then moves to the West of rat 4 and casts colour spray in his face, desperately trying to maintain his focus even as he watches the rat warily so as to not give it an opening for an attack. If he succeeds, he catches both rats 4 and 5 in a stunning burst of colourful lights. DC 16 will save.

casting defensively, DC 17: 1d20 + 6 ⇒ (16) + 6 = 22

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Astein focuses his will upon one of the rats and invokes ill Fortune upon it, cackling as he feels the unluck invoked.

Misfortune Hex (DC 14), cackle


The rats shown are the ones still active

gm rolls:

rat 1 save sleep: 1d20 + 1 ⇒ (7) + 1 = 8
rat 2 save sleep: 1d20 + 1 ⇒ (2) + 1 = 3
rat 3 save sleep: 1d20 + 1 ⇒ (2) + 1 = 3
rat 5 save hex: 1d20 + 1 ⇒ (6) + 1 = 7

Elias hurries down the ladder, his natural aptitude for climbing helping him get the lead on the rest, and he takes a swing at a rat the size of a dog. Eli's claws dig into the thing, slashing through its neck. It drops below the water, blood blossoming like an ink stain.

Jack sets himself for an attack waiting for a rat to take a bite at him, and isn't disappointed. Jack's quick reactions with his greatsword yield a rat in two parts.

Jack readied attack rat 5: 1d20 + 3 ⇒ (19) + 3 = 22
Greatsword Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11

Ri'el quickly follows and throws a pinch of sand into the air. Three of the rats at the fore of the bilge slump down into the water.

Remaining Round 1
Thali
Davina
Arenya
Garavaen
Rat Group 2


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

Looking for a clear shot on a rat, Davina chants quickly, "Ray, gelu!" Pointing at her target Rat, a beam of blue comes from her finger and flies towards the rat.
Ray of Frost: 1d20 + 3 ⇒ (18) + 3 = 211d3 ⇒ 2
Targeting a rat that is not in melee if at all possible.


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Which rats are still up? Is Davina still being threatened? Just trying to take the "best" shot..


1,2,3,5,6 are all down


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Just one left then. Got it.

Garavaen takes a small step to give himself some space and try to line up a clean shot at the last remaining rat. He smiles as he raises the weapon, an extension of his will... and then the rest of the world fades away somewhat, showing his mind the clear path to his target. I'll take this over repairing sails any day..., he thinks, then releases the bolt and reloads.

Crossbow: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 for 1d8 + 1 ⇒ (5) + 1 = 6

5' step, standard -> fire, move -> reload


Garavaen steps down lightly and fires his crossbow at the last moving rat, just as Davina produces a ray of blue light, both hitting the rat simultaneously. The water around the rat freezes, and it falls atop it, crossbow bolt still quivering after the impact.

--end combat---
unless you'll leave the sleeping rats alive.

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

If on one else will CDG the sleeping rats, Astein will.


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)

I've got no problem with doing it.

Eli wades through the bilge, snapping the necks of the living rats with practiced efficiency. He says to the others, while he sets about his grisly task, "We got some time here... Is there anything we need to talk about?"

Is it worth our effort to search the bilges before we go?

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Nodding at Eli and speaking quietly, Astein says, "It seems there is a general discontent in the crew, not surprising considering Scourge and his cronies and their ways. The Cook has talked about how it didn't use to be this way. I think that our arrival has some of the crew realizing things don't have to be so bad - which paints a target on our back with Scourge and his bunch that I don't think will go away."


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

Smiling gratefully at everyone, "Thanks for saving me, I thought I was dead when more of those rats showed up. I could have probably handled a couple of them, but all of those would have easily overwhelmed me." She bows deeply to everyone as she finishes. "With all of these crates down here, it might not hurt, who knows what we will find."
Searching the bilges: 1d20 - 1 ⇒ (8) - 1 = 7

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Astein joins in the search... Perception: 1d20 + 1 ⇒ (1) + 1 = 2

... and finds nothing.


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)

The goblin regards the angel-winged woman and snaps another rat-neck. "Not a problem." He considers Astein's words, "Not saying it's likely but there might be a way to even put a wedge between Plugg and Scourge. Wouldn't set it high on my list but maybe, with enough time... we'll see."

Perception (search): 1d20 + 7 ⇒ (9) + 7 = 16


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen says, "I'm all for driving wedges between 'em... I think those memories of a better time may be one of the reason the crew is warming to us.. Not to diminish anyone's efforts in that regard."

He looks at his companions, "I'm also thinking that today's fun will let us carry weapons openly going forward. I know I'd feel a lot better armed.."

He retrieves his broken bolt, Recover the fletching and the head, may be able to craft a new one.., then pokes the corpse, "Anyone have a blade?... Might be worth checking if these beasts ate anything valuable... Unless there's reward for the rats themselves?"

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

Ri'el looks at the rats doubtfully.

"Rodents such as these probably carry only diseases. But back to the other topic, from what Grok said, it appears that even the captain himself used to be a better sort before Scourge caught his ear. We don't have access to Harrigan at the moment, but if we can somehow cause Scourge to lose favour with him, we might be able to make being part of this ship's crew a much more pleasant venture."

"Eli, do you have any ideas about how we can sow discord amongst Scourge's allies?"


Given what you were told, you think you have most of the rest of the day (meaning hours) if you want to take them. Waiting here for a bit then, so you can scheme your schemes before going back updeck. Once most of the party makes towards the ladder up, I'll move forward.


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)
Garavaen wrote:
"Anyone have a blade?... Might be worth checking if these beasts ate anything valuable... Unless there's reward for the rats themselves?"

I believe Arenya has a dagger on her.

The goblin's eyes widen. He looks at the rat corpse in his claws like it might be a furry Piñata containing prizes. He carefully squeezes the creature's belly, feeling for hard objects. Finding nothing, Eli decides to be more thorough. He reaches into his mouth, finds a broken tooth, and fishes it out with a hard yank. He uses the razor-sharp tooth fragment to cut the rat open. He glances at Garavaen. "You want a tooth? I've got more."

Listening to the comments about the Captain, Plugg, and Scourge, Eli frowns in thought. "We need to find out what changed in the Captain - carefully. Is it witchery? Somebody kilt his cat? What? Maybe someone should make friends with the Captain's girl..." He looks meaningfully to the women among the small band of allies.

Ri'el wrote:
"Eli, do you have any ideas about how we can sow discord amongst Scourge's allies?"

"Maybe. If Lovely Grok is right then Scourge is afraid of us, fretting that we are conspiring. A man ruled by fear is his own worst enemy." quotes the goblin. Then he smiles a smile full of canines and incisors. "He's looking for a conspiracy... so I'm gonna give him one. And one or two of his pals are gonna be in it."


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

Not finding anything due to the pain of her wound, Davina stops searching and focuses, holding the palm of her hand above where the bite is, a burst of bluegreen flame comes from her hand and hits it, causing the wound to heal some.
Heavenly Fire: 1d4 ⇒ 4
When the fire ends, there is no trace of the injury on her at all. "There, that is better."


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Just noticed I didn't roll my searching

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Garavaen miss at the goblin's plan, then pauses, "I like the idea in theory, but fear makes men irrational and dangerous. Would hate to get the man so worked up he strikes preemptively."


HP:10 | AC:18; T:18; FF:13; CMD:18 | Fort:+2; Ref:+7; Will:+2 | Init:+5; Perc:+7 (Darkvision)
Garavaen wrote:
"I like the idea in theory, but fear makes men irrational and dangerous."

Eli nods in agreement, "Yeah but as I see it, Gar, that wind is already blowin'. He was fretting before you all had weapons or armor. He sent his bully boys after us. He's looking for any excuse to deliver punishment. And when he doesn't have a cause, he makes something up." The goblin casts his eyes around the bilges, highlighting their current circumstances as evidence of his point. "And the more friends we make onboard, the more he's going to fret and worry. I'm not talkin' about tackin' into a storm here... looks to me like we are already in it. The question is what's the best way out?" He shrugs as if to say that is just his opinion.

Garavaen wrote:
"Would hate to get the man so worked up he strikes preemptively."

The goblin nods again. "That's a risk, no doubt about it. But, if I do this slow and right, he'll end up looking at more crew than just us - with no cause - and will drive some of his cronies away. If he turns on one of his folks, the rest will have to wonder when they'll be next. That helps us."

Eli settles on a box. "But I ain't a Captain, yet. I'm willing to risk my neck but I can't say this won't cause problems for the rest of you... so I say we vote on it. If most say the risk ain't worth it, then I won't do it - simple as that. You know my vote. What do you say?" The rigger waits patiently for his allies to voice their opinions.

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