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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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

Replying to the request for cards, and not understanding the warning Astein says, "Sure Jack, meet me tonight where I usually set up."


Ri'el:
Sandara rolls her eyes a bit at your comment but there's still a hint of a smile on her lips as she does.

After the fight, Plugg starts Bloody Hour, and makes a show of having Ri'el and Garavaen brought to the mast for their lashes. In a show of almost respect, he allows them both to remove their shirts before telling Scourge to give them their just due.

---Ri'el---
lash non-lethal: 1d3 + 2 ⇒ (2) + 2 = 4
lash non-lethal: 1d3 + 2 ⇒ (2) + 2 = 4
lash non-lethal: 1d3 + 2 ⇒ (2) + 2 = 4

---Garavaen---
lash non-lethal: 1d3 + 2 ⇒ (1) + 2 = 3
lash non-lethal: 1d3 + 2 ⇒ (1) + 2 = 3
lash non-lethal: 1d3 + 2 ⇒ (3) + 2 = 5
lash non-lethal: 1d3 + 2 ⇒ (2) + 2 = 4
lash non-lethal: 1d3 + 2 ⇒ (2) + 2 = 4
lash non-lethal: 1d3 + 2 ⇒ (2) + 2 = 4

Scourge lays into them with the whip, only to be frustrated by the fact that it seems to be having little effect. The Goodberries eliminating the pain and damage from the whip almost as soon as he lays the leather to them. Plugg gives a curious look, and then a dismissive snort and walks away from the post.

Scourge leans into both Ri'el and Garavaen as he unlashes them from the post whispering with a growl,

Gar and Ri'el:
"Don't know what trick yer playin' here, but remember there's them wot you cares about that can be hurt too."
He gives both of them a greasy smile as he walks away.

After Bloody Hour, it's business as usual for rum and entertainment. One thought is on the minds of the group, how to help Owlbear. The man is locked in the sweatbox, a metal box barely big enough for him to sit in, much left get any kind of comfortable, and the heat now is oppressive, during the height of the day it could become downright dangerous. Water and food would be helpful, but unless something can be done about the heat, it's very likely Owlbear could suffer lingering damage.

As the group finds its customary locations, Astein is greeted by the sight of Jack Skrimshaw waiting for him at the spot he normally does his readings. "Please sir, I think I'm gonna leave me mortal coil. Can ya tell me if I'm goin' ta die on this trip?" He seems agitated, shifting from foot to foot, and wringing his hat in his hands so hard, it wouldn't be surprising if the thing never gets back into shape.

I need fort saves for the rum, unless you're not drinking, and also need to know what action you'll take for the evening and/or night. Ri'el, just thought I'd point out that goodberry also relieves any fatigue as well as nonlethal damage ;)


Rather than giving ALL of the NPC's attitudes, I'm just going to list those that are Friendly or Better, and those that are hostile. All of the NPCs have their likenesses in the NPC Galleries, which I had to split into Officer and Crew ;)
Friendly or Better:
Sandara Quin
Rosie Cusswell
Barefoot Samms Toppin
Jack Scrimshaw
Tilly Brackett
Aretta Bansion
Slippery Syl Longegan
Ambrose "Fishguts" Kroop
Cut-Throat Grok
Owlbear
Hostile:
Badger Medlar
Shivikah
Fipps Chumlett
Jaundiced Jape
Maheem
Tam "Narwhal" Tate
Mr. Plugg
Master Scourge
Kipper
Patch Patchsalt
Caulky Tarroon


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 bites down on a very after every second strike and is amazed as the pain massively evaporates, That should keep them nice and frustrated.. he thinks, then snarls at Scourge's warning.

He steps away, holding his tongue until he leaves into Ri'el, saying, "That's the threat of a scared bully... We've made him feel weak by absorbing his punishment, so now he needs to prove his strength on someone weaker than himself. We'd best earn the others to be on the lookout.. Maybe stay in pairs for the next day or two... and speaking of that, thank you for the berries."

Garavaen will be sure to be seen gambling as usual tonight, as if nothing happened at the post, trying to win over one of his opponents with a bit of bravado (trying to see if any of them were upset at the attempted cheat and unfair punishments).

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

Profession (Gambling): 1d20 + 6 ⇒ (11) + 6 = 17

Rum: 1d20 + 4 ⇒ (11) + 4 = 15


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

What I do largely depends on how I am being treated, if I'm still being shunned by the crew is the main thing I need to know I suppose.


[ooc] @Davina Not being shunned, but you do still see some wary glances thrown your way. Depending on the person, you'd get a penalty to any attempts to sway them. Anyone Hostile or more would be at a -2 to the roll. They're being swayed by superstition fed by Scourge and Plugg.

@Garavaen Aretta, Cog, Conchobar and Rosie sit with you to gamble. Who do you want to try to influence? Conchobar seems to be the most upset by the punishments, Aretta and Cog just accept it as par for the course. Rosie is concerned for both you and Ri'el, but doesn't seem to be upset by the punishment itself.


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

Are any of them indifferent now? Working from my phone for several hours so its hard to correlate between web pages.


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)

Conchobar, I think. He's upset about the punishment and Rosie's already onside.

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 finds himself surprised at the unusual effectiveness of his goodberries. Thanking the spirits (and the GM) for the boon, he stretches his back and puts his shirt back on.

He grins at Garaveen's words and jabs him lightly on the arm. "No worries, man. We're all in this together, so looking out for one another's only natural. I must mention however that it seems the spirits especially amplified this casting of the spell, and might not always give us such grace. We should avoid the lash if we can. And we'll certainly warn and keep an eye out for the others as well."

"I also had some time to think about what we could do for the poor simpleton...and I think I may have something in mind."

Later that evening, Ri'el downs his grog...
fort save: 1d20 ⇒ 13
(...with no ill-effect), and spends some time chatting with Sandara and those of the crew who were friendly with the party, warning them about what Scourge had whispered to himself and Garaveen earlier after the lashing. Having satisfied himself that his friends had been properly cautioned, he turns in slightly earlier that night.

Not taking the 'sleep' action, but rather moving the time of my 'night' action to 'pre-dawn'. Ri'el will prepare endure elements instead of sleep the next day, and will rise early to go have a chat with the "Owlbear".

Ri'el rises early the next morning, pausing only to admire Sandara's pretty face for a brief moment before tip-toeing as softly as he is able towards the sweat-box. (More to avoid waking the others than to be stealthy, as he is not overly worried about being seen, and if anyone asks he'll just say he couldn't sleep and wanted walk off the excess energy.)

Finding the sweat-box holding the 'bear', he knocks softly on the wood and calls out, "hey mate, you awake? I got a little present for ya. And unlike Plugg's presents, this is one you will like."

Diplomacy roll if I need to roll it now, or ask me to reroll it again later:

diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23


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

Getting the urge to talk to someone knew, she sees Conchobar gambling and decides that he is the least threatening man on the ship. She walks over to him and watches the game they are playing. "So how do you play this sir? I've never seen a game like this before, would you be willing to teach me?
Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9 Add 1 if charming applies.
Rum save: 1d20 + 1 ⇒ (18) + 1 = 19

...wow, that was a horrible roll for diplomacy.


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

Nighttime: Chat with Grok (not really influence) then Sleep.

As usual, Eli helps Grok with the rum. He makes a point of walking a full jack over to Maheem while he's a good distance from the cask instead of handing it to the nearest pirate. He gives him the jack and mutters "This ain't from the bottom of the barrel. This is the good stuff." Task complete he heads back for more jacks.

Once all the other jacks are handed out, drained, and collected, Eli takes his own jack and raises it to Grok before slugging it down. He asks her privately, away from prying ears, "You were saying you and Fishguts been on the ship for awhile - before the First Mate. Is there anyone else aboard from the old days? Someone who knew the Cap'n before Mister Plugg came aboard?"

Fort Save v Rum (DC5): 1d20 + 2 ⇒ (8) + 2 = 10

Shathira:
So here's my basic strategy: At every rum distribution, Eli will go a little bit out of his way to hand Maheem a jack of rum and say something quick and innocuous or just give a nod of acknowledgment. My goal is to have Scourge notice and wonder about it - letting his paranoia do the work. After several days of this, I'm going to 'up' things a tiny bit to make the conspiracy seem more possible. I'll RP that one when the time seems right. I'll be watching for friction or distrust between Maheem and Scourge to see if things are working.


Conchobar looks up over his shoulder with a brief, annoyed look, until he sees Davina, and then becomes all smiles as he scoots over to offer her a seat, "By all means yes, my dear, I would love to show you the game." He proceeds to try to teach Davina the game, all the while trying to get a better look at her. Davina fends off a few wandering hands, but otherwise the halfling is a gentlman. Garavaen offers some tips while Conchobar is teaching the game, but Conchobar gets a bit frustrated with the whole of it At the end of the game, it doesn't seem like Conchobar has warmed to either Garavaen or Davina, although it does seem like he'd probably be open to another attempt at another time.

With Garavaen's assist, +1 for Charming, and +2 for Roleplaying the attempt and +2 for other reasons, it just wasn't quite enough to change his attitude, but didn't fail by enough to lose his interest or cause him to go the other direction.


Eli:
Scourge Perception: 1d20 + 4 ⇒ (13) + 4 = 17 because Eli's being fairly obvious
Eli Bluff: 1d20 - 1 + 4 ⇒ (18) - 1 + 4 = 21 Because Scourge is paranoid already
Scourge Sense Motive: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20Scourge expects the worst from everyone

Eli and anyone that makes a Perception dc15:
As Eli hands the rum to Maheem, who seems somewhat perplexed by this, but shrugs and accepts the rum anyway, you notice that Master Scourge looks over and his brow furrows, and his head cocks to the side a bit, before he goes back to his game of bones with the other officers, and his cronies.


@Ri'el I'll need a stealth roll with a dc 10, in order to cast a spell without being noticed. You get to the box with no issues. Unless you just don't care about being seen giving aid to Owlbear ;)


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

Perception: 1d20 - 1 ⇒ (15) - 1 = 14

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 [|]

--Earlier in the evening--
Perception: 1d20 + 12 ⇒ (4) + 12 = 16

Ri'el suppresses a grin as he notes the expression on Plugg's face.

"Excellent work, Eli. Keep this up, and we may be able to get Plugg will alienate himself from his own cronies. It'll be interesting to see how this pans out..."
----------------------------------------------------------------------

--Early the next morning--
It is still pre-dawn, but Ri'el realises that he might not be the only person awake at this strange hour. As Owlbear stirs, he whispers to him in as friendly a voice as he can muster, "hey there big guy. Have some water. And place your hand through those bars. I've got something else for you."

Looking around furtively, he begins casting his spell.
Stealth: 1d20 ⇒ 18
Ri'el thanks the spirits that there appears to be no one about at this hour - unskilled at the art of stealth as he is, he'd usually be spotted a mile away. As he completes his spell he touches Owlbear's hand and whispers again as he puts his face to the bars so the big man can see his face clearly.

"That won't help the cramps, but it should make the heat and humidity alot more bearable. Can't believe Plugg would do this to you considering all the things that you do for him. There are better people to hang out with you know," he says with a genial smile.

"Why do you hang out with people like Plugg anyway?"


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,

Stealth/slight of hand: 1d20 + 7 ⇒ (3) + 7 = 10

Arenya attempts to conceal her rum once again. If I can keep sneaking this darn rum away I can save myself from this nasty stuff and hopefully use the drink to help us earn a few more friends. Just as she seems lost in her thoughts she stumbles a bit and tries to recover, hoping she wasn't spotted.


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

When she goes below decks, Davina uses her magic to cleanse herself before bed prestidigitate and then goes to sleep. When she arises the next morning, she prepares to go on deck with everyone for her assignment, though she feels sure that she knows where she will be sent again today.


Arenya is successful in her attempt to stash the rum, despite her stumble, and is relatively certain nobody saw her.

Ri'el casts the spell on a dejected looking Owlbear, who looks up at Riel through the small hole in the box and says "Fair winds, hearties." over and over while Ri'el is there.

Eli, Grok lets you know that most of the officers were there before Plugg. Plugg just worked hard, and took advantage of accidents that happened to people in front of him. He became first mate in a little over 12 months. That's a fact that doesn't sit well with the other officers, and they exclude him from most of the important decisions. Harrigan uses him mostly to keep the crew in line. The exclusion vexes Plugg and he formed a close alliance with Scourge in order to better do his own job, so he could prove himself to Harrigan. Harrigan defends Plugg, and punished just about anyone that ever harmed Plugg in any way, severly.


---Day 5---
Daytime:
Eli: Upper Rigging work
Ri'el: Hauling Rope and knotwork
Garavaen: Bilge
Jack: Rat Catcher
Davina: Bilge
Arenya: Hauling Rope and Knotwork

Astein: Ambrose is again drunk to the point of insensiblity, and you are going to be required to make the meals. Fortunately, Plugg doesn't assign any further duties.I'll make the roll for you if you're still caught up on your cases

Nightime:
Bloody Hour passes with nobody receiving lashes, although Owlbear is left in the sweatbox.

--Day 6--
Eli: Rigging repair
Ri'el: Runner
Garavaen: Bilge
Jack: Runner
Davina: Bilge
Arenya: Swab the Deks

Astein: Ambrose is not drunk today, and you are told that Captain Harrigan is celebrating something and are ordered to butcher one of the ship's pigs. Special Occasion. Again, I'll make the roll for you if you're unable

Nightime:
Bloody Hour passes with only a few members receiving rope bumps. Owlbear is taken out of the sweatbox and taken back down belowdecks where he normally stays.


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

So are we dispensing with most of the die rolling then? Not a problem with me if so, and it makes a lot of sense that we would become good enough at our jobs to do them without a risk of failure.


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,

Day 4
Hauling Rope and Knot Work: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Con Check: 1d20 + 1 ⇒ (6) + 1 = 7Assuming working diligently doesn't help with the con check, else I might make it.
Stealth/Slight of Hand(for rum): 1d20 + 7 ⇒ (5) + 7 = 12
Diplomacy(with Rum)Syl: 1d20 + 7 ⇒ (9) + 7 = 16

Arenya gets to work with the hopes and knot work. Blasted sea snakes. I can't get these damned rope to do what I will them too. I need to pay attention better and learn more about this sailoring business. Perhaps I get one of the more friendly hands who've been here a bit to teach me sometime. Arenya struggles with her task and doesn't seem to have any extra time this day, just managing to get done when Scourge comes to check on her tasks for the day.

Come evening she finds herself exhausted, slumped up against a barrel tempted by the rum. That rum does look so good. Probably go down nice as well after the day I've had. She almost drinks but decides to try and save it as she spots Syl, hoping she might share the drink with her new friend. She does her best to stash the rum but exhausted from the day she's had it isn't one of her best efforts.

Once most of the crew are occupied she strolls up to Syl, "Hey there Syl. What did Plugg have you on today? I was stuck it the damned ropes and the knotting. Just about got it done. Thought I was in for a whipping for sure tonight. Say, don't ask me where I got it, but I've got a spot of something to liven the spirits if you get my drift, if you'd like some." she finishes with a playful smile as she offers her the rum.


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

Just so they are done in case I need them.
Day 5 working diligently
Str: 1d20 + 4 ⇒ (11) + 4 = 15
Con: 1d20 + 5 ⇒ (15) + 5 = 20
rum save: 1d20 + 1 ⇒ (10) + 1 = 11

That evening, before heading to the deck, Davina uses her magic to clean herself again, and then goes on deck. After getting her rum ration, Davina goes and sits next to Conchobar again, "So, I wanted to test my knowledge of the game you taught me yesterday to see if I remembered them." I am assuming it was some kind of card game.

She thinks a moment, moving his wandering hand from her leg by asking for the deck. "First, you deal each player one card face down around the table, and then again, and once more. Then you deal them each two cards face up. Each player then decides whether they will bet or force the hand right?"

Diplomacy to influence: 1d20 + 8 ⇒ (17) + 8 = 25
I added in the charming and woman modifiers to the roll already so add whatever else you feel is needed.

*Edit
I think I have just made him putty in my hands huh?


Sorry, should have specified that I posted two days of ship duties because nothing of note other than ship duties happens on those days. Let me know what your extra actions are going to be, if you make any, and we can rp those out.


Conchobhar sits as close as he can to Davina for most of the "lesson", which really turns into more of a lesson in fending off hands that stray more than the rules of the card game. "In the end, the game is more about watchin' the other blokes than it is about always gettin' good cards. If ye can tell when another sharp is bluffin'? Gor, your way ahead o' the game."

By the end of the evening, Conchobar has his attitude improved to friendly


Syl grins as Arenya sits near her, "Well, 'ello there, demonlass, wot's got yer fancy this eve? She listens with rapt attention, paying detailed attention to Arenya's words and movements. "Aw, 'e's got me up in the riggin' e does. Fixin' sails n ropes. You jus' g'on about yer work, an' e won't be markin' up yer pretty 'ide none." She takes the proffered rum with a surreptitious look about before she finishes it off in on long drink, wiping her mouth with the back of her sleeve and letting out a content sigh "Now 'at 'its the spot it does. Ya should try some yerself sometime, see if ya can add som'more red ta that skin o yers." Syl chuckles.

Syl now has her attitude adjusted to helpful.


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

Going ahead and handling day 6 as well.
Davina, again consigned to the bilges, works her hardest to give no reason to be disciplined.
Working diligently
Str: 1d20 + 4 ⇒ (15) + 4 = 19
Con: 1d20 + 5 ⇒ (19) + 5 = 24
rum save: 1d20 + 1 ⇒ (14) + 1 = 15
She drinks her rum when it is given, and decides to go down and speak to Owlbear when he is released, taking her own food with her. When she reaches where he is kept, she carefully approaches him, "Owlbear? Are you alright?"


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

Shathira, little bit of housekeeping here... I was comparing my list to yours in terms of who hates us. On my list, I had 'Badger' Medlar as Unfriendly and Kipper, Patch, and Caulky as Indifferent. Have they all dropped to Hostile?

~ Day 4 ~

Eli passes along what Grok said to his allies, letting them mull over how the information could be best used.

~ Day 5 ~
Day: Upper Rigging Work - Sneak (explore the Top Deck)
Climb Check DC10 - Can't fail so no rolls included
Prof: Sailor DC10: 1d20 + 7 ⇒ (16) + 7 = 23
Perception (during Sneak): 1d20 + 7 ⇒ (3) + 7 = 10

Eli monkeys through the rigging all day, even finding some time to snoop around the top deck. He chews on Grok's words from the night before incessantly, playing the angles. He finally decides on a gambit for the evening...

Night: Influence Peppery Longfarthing
Fort Save v Rum (DC5): 1d20 + 2 ⇒ (7) + 2 = 9 I'd like to purposefully fail this roll if I can...

Rum Effects
CHA+: 1d4 ⇒ 4 Temp CHA:12
CON-: 1d3 ⇒ 1 Temp CON:9
Hours: 1d8 ⇒ 7
Diplomacy (Influence): 1d20 + 1 ⇒ (14) + 1 = 15 w/Drunk CHA Bonus

As usual Eli helps with the rum, making sure to hand Maheem a jack and innocently asking him, "How long you been aboard?" Regardless of the Rahadoumi's answer (or lack thereof) he nods and returns to the cask to continue helping. The last jack he accepts is his own and it's a bit fuller than it normally is. He swirls it a bit, hating what comes next. He'd seen enough of the crew drunk that he knew it made them more personable and that was an edge he needed. Also it might excuse him if he went too far over the line. He slugs down the overfull drink and lets the booze take him.

Within 10 minutes he has an easy smile plastered on his face and drifts around the deck enjoying the evening. He wanders over to Peppery Longfarthing and throws her a lazy salute, "Evenin', Commodore. If ya don't mind me sayin'... you're the kind of old salt I wanna be. You know everything about this boat and keep it all ship-shape. I don't mind tellin' you that several of the crew have said real good things about your sailorin' skills, real good." He nods as if agreeing with their assessment, then scratches his head, and says a bit more quietly,"Beggin' your pardon, but what I don't get is how you ain't the Cap'n's right hand?" He shakes off the thought. "Sorry, I shouldn't a'said that. It ain't my place."

I'll wait on the Day 6 stuff to see if anything comes of this.

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 [|]

Day 5 pre-dawn:
Ri'el sighs as he confirms that Owlbear's vocabulary is every bit as limited as his mental faculties, and decides that just being nice to him will have to do.

Day 5:
Ri'el gets to work on the ropes, though he is familiar with the task and is confident of doing it quickly.

Seeing Cog performing the same task, he takes some time to chat with Cogward whilst he works (and offers to give him a hand if he seems to be struggling).

Profession Sailor: 1d20 + 9 ⇒ (11) + 9 = 20

"Man, you shoulda seen the size of the rats we had to deal with yesterday. And to think we were on rat-catching duty the day before! Guess neither of us did as good a job at it as we thought we did, and probably just as well or we might have ended up like poor little Jack Scrimshaw there, eh?"

"So what's your story, mate? What'd you do before ending up on this ship? Were you a sailor before this?"

Diplomacy for making friendly conversation: 1d20 + 9 ⇒ (10) + 9 = 19

Later that night, he downs his rum,
Fort save: 1d20 + 1 ⇒ (16) + 1 = 17 (Casting Guidance before drinking.)
then goes to bed early again so he can cast endure elements on Owlbear again in the pre-dawn hours.
Stealth to avoid being seen: 1d20 ⇒ 19

"Hello again big guy. May the spirits guard you from the heat this day too. Fair winds!" he says with a smile.

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

Day 6:
Ri'el sighs as he is assigned a task ill-suited to his relatively weak body, and decides to play it safe by working hard at it.
Acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22
Constitution: 1d20 ⇒ 5
He surprises even himself at how well he performs his duties that day! However it appears he goes a little too hard at it and is flat out exhausted by the end of it!

Fort save: 1d20 + 1 ⇒ (4) + 1 = 5(Casting Guidance before drinking.)

Having just barely staved off the worst effects of the alcohol and eager to rest from his exertions, Ri'el takes an early night on day 6 to rest.

GM:

Will not memorise Endure elements for day 7, instead will memorise Dream Feast.

Does that line about Owlbear being taken below decks mean that we usually do not have easy access to him?


@Eli, yes, their attitudes have been changed. Remember, as you work on influencing the crew, so too do Plugg and Scourge ;)

@Ri'el Owlbear is kept below decks, close to the entrance to the officer's quarters

Going to give Arenya a chance to post before posting up reactions to day 5 and 6 before pushing on.


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

Bloody pirates! :D


I know right! How dare NPCs actually be active against the PCs! :D


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)

Ok, let's try this again....

Day 5

Being stuck in the Bilges and worried that the smell of him would give him away, Garavaen works diligently alongside Davina, making small talk and reminding her of his vow to turn anyone who touches her into a porcupine.

Bilges (Str): 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Bilges (Con): 1d20 + 1 ⇒ (15) + 1 = 16

After his long shift, he goes and washes himself off before returning for his rum ration.

Fort (Rum): 1d20 + 3 ⇒ (20) + 3 = 23

Seeing Davina charming his normal card partners, Garavaen bows out of the game gracefully, "After my day, a few hours up on deck breathing clean air is even more attractive than a game of cards, believe it or not..." He heads up on deck and watches the water in the moonlight for a few hours, making quite sure that he's seen, and looking for one of the old officers who knew the ship from the olden times who might have the same sort of wistful expression that matches the half-elf's mood.

Going to try to influence one of the old officers, asking about the "old days" -- preferably Pepper, but barring that, Habbly...

Garavaen says, "Night like this reminds me of my last berth on the 'hopper. She wasn't much, she was a prize in need of some upgrades, but you couldn't help but love her just the same. Imagine you feel the same 'bout the Wormwood."

Influence: 1d20 ⇒ 19


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)

Day 6

Garavaen sighs as the jobs are handed out, then shakes his head, "Looks like I'm literally on the crap list now.". An hour into the shift, he says to Davina, "No sense worrying about doing the job well, I'll be here no matter what. Might as well go take a look about. Not that I imagine anyone will come looking, but I'll be back."

Shirk-> Garavaen wants to explore the quarters of the less-friendly crew

Bilges (Str): 1d20 + 2 ⇒ (15) + 2 = 17
Bilges (Con): 1d20 + 1 ⇒ (6) + 1 = 7

Perception (Explore): 1d20 + 7 ⇒ (15) + 7 = 22 Fortunately, fatigue doesn't affect wis... then again, I guess I'm not fatigued 'til end of shift.

Garavaen finds himself winded from his work, Too much running around, I guess... He plods over to accept his rum ration, though finds a bit of a second wind when he smells the fresh cooked pork. Now that's a welcome change...

Fort (Rum): 1d20 + 3 ⇒ (6) + 3 = 9

He sighs as he heads to bed early, apologizing again to his card partners, "Can't be helped. Plugg's got me running myself ragged in the bilges. Tomorrow night for sure."


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

Any day that Davina is working in the bilges, she will offer to clean whoever is in there with her at the end of the shift using prestidigitate. May not be as goo as a real bath, but it should do the job for now. Might annoy the hell out of Scourge if the "punishment" detail comes up looking cleaner than those on deck.


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)

For killing Plugg's favorite club, I imagine it'll be me.... More or less forever. But I'll certainly take you up on that.. It wouldn't have occurred to Garavaen to ask, so he'll wash up the old fashioned way on Day 5 and start getting magically cleaned on Day 6. That may be especially helpful if I sneak away to sneak or shop or something.


Garavaen, unless you mean the officer's quarters, all of the crew sleep on the lower deck, hooking and unhooking hammocks each night. Kipper and Patch have their hammocks in the far forward section. Each crewmember has their own locker in the same area.


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)

Ah, OK. For some reason I thought there were separate crew quarters. We may have to set watches to avoid getting knifed as we sleep. That being the case though, I'll try to get a look at the far forward section...


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,

Day 6
Swab the Decks(Con check diligently): 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Diplomacy(Jaundice Jape): 1d20 + 7 ⇒ (18) + 7 = 25
Diplomacy(Jack Scrimshaw): 1d20 + 7 ⇒ (20) + 7 = 27
Con Check(Extra Nigh time activity): 1d20 + 2 ⇒ (11) + 2 = 13

"I swear he gives me the tasks that I'm least suited for. This damned swabbing is killing me. I'm tired, my back hurts, my feet hurt, my arms hurt. Heck everything hurts. I have to keep at it and get this done. Else it's going to be a whipping. Arenya struggles with her task for the day managing to get this done just within time. Unfortunately it seems it's taken her entire day.

That night she grabs her grob and decides to take Syl's advice and drinks the rum. It burns as it goes down but she like the feeling. She heads over to the half orc and starts to speak with him. "So Jape, how long you been aboard this ship? You seem to know what you're doing and get your jobs done quick and well. You seem to have more than a little skill and talent." she says flattering him.

Later that night she has trouble sleeping even though her entire body aches. She suspects it's the rum. She tosses and turns and then her attention falls on the young Jack Scrimshaw. She gets out of her bunk and wakes him. The boy doesn't seem to fond of her but she leans on her charms, using her pretty appearance to her advantage as she flirts with the young fellow, going so far as to sing him a song.


Day 5

Ri'el busies himself with rope work, and helps Cog out with some of Cog's own. Cog seems surprised when Ri'El strikes up a conversation, "Me? Naw...I just figured that bein' a Jack Tar was a good way ta get inta a few sraps mate." He looks around the ship with a scoff, "Not that we've seen anything which would hint that we're goin' ta do any scrappin'. I figured I'd get me chance ta go toe ta toe with a few black hearts, and drive a cutlass through their innards, but what're you going to do?" Cog shrugs.
Cogward is now friendly

Eli gets a really good view of the top deck, which consists of the Foredeck and Poop Deck. The fore deck is the raised deck stands some 10 feet above the main deck (area A3), immediately behind the
bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck. The Poop Deck, stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads. An iron cage hangs from the side of the mizzenmast, containing the body of Harmak Gruft, a pirate who beat the captain at dice. Gruft is dead, but his ugly parrot Pluck, so noted by his constant calling of his own name, perches atop the cage, still waiting for its master to awaken. The Poop Deck is where Harrigan and Plugg spend most of their days, and when Harrigan is on deck, the Poop Deck is off limits to the crew.

That Evening upon getting his rum, Maheem snatches the jack away and grumbles at the goblin. Scourge watches with a bit of interest and cast a glower at them. Eli spends the evening of the fifth day at sea tracking down the ships Sorceress, and finds her eventually, playing at hog lob, where she seems to be failing dismally, but still having fun. When Eli speaks, she jumps a bit, not having seen the goblin at first. "Besmara's tit but you're sneaky! She looks at Garavaen who joins them with a wink, Old Salt? Can you believe he called me old elf-blood? Are you trying to say I look old, goblin?" Peppery snorts a laugh when Eli starts to ponder that, and Garavaen blinks at her mentioning his heritage. "I know a few tricks, but I don't aim to bein' more than I am. Ship's Sorceress. It suits me, an' those close to Harrigan seem to be a bit short on lifespan. He takes risks and rushes combat. An' sweetheart, this body just isn't made for combat, wouldn't you say?!" She looks over at Garavaen, "The hopper, you say? Can't say that I know her, but the old Worm suits me fine. I know every board and dawb on her." Peppery is now friendly

Day 6

Garavaen uses a few free moments to do some cursory searching in the fore section of the crew quarters of the lower deck. Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own,and their hammocks are strung between the foremast and the stairs leading up to the middle hold. The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. only 18 of these lockers are in use, while 22 empty lockers are stacked along the walls. The lower deck map is listed in the campaign header, along with all the other decks, npc galleries, and ship actions

Arenya does her job well, and has a few moments to try to talk to Jape, who seems resistant at first, grumbling off some of her attempts, but finally relents. "Been on the ship for a few months and I mind my own business, got it? Jape is now unfriendly

During that same time, Davina sneaks down to visit Owlbear, and a smile crosses his face "Fair winds, me hearty" He gives a slight grunting chuckle after he speaks.

Garavaen's comment about heading to bed without playing cards is met with some disappointed, but understanding grumbling, most of which is good natured. "Ya gots ta let us win our earnin's back!"

Arenya pads to Jacks hammock and he starts awake when she rouses him, "Gor, ye about scared me out of a year's growf ya did. Not tha' I get waked up by pretty ladies often, or that they scares me, but ya gots ta be takin' careful on a ship full o' pirates." Jack chats for a while till Arenya, and seems a bit flustered by the attention a pretty lass is paying him. This lasts till Arenya starts to sing, at which time the song lulls the kid back to sleep.
Jacks is helpful

I *think* that's everything -phew-


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 at Owlbear, Davina holds the bowl out to him, "I thought you might like more to eat after the last few days so I brought some of my food to share with you. I ate my fill already so you can have what is left. I brought some water too." Davina will sit with him while he eats, waiting for him to finish and will take the dishes back to the galley before she goes to bed.
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21


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

~ Day 5 ~

Eli doesn't mind the Rahadoumi's reaction to the offered drink. He nods at the sailor's grumbling and goes back to his task, amused at what it might indicate. He still makes a point of retrieving the jack later and again takes no offense at Maheem's actions.

Later that evening, around the time to bunk down, he seeks out Davina and presents her with a tiny scrap of paper half the width of a finger. "I need ya to do me a favor, Angel-girl. Could you write a bit of a prayer on this? Just a few characters in whatever rare language you might know."

~ Day 6 ~
Daytime: Rigging Repair (Sneak)
Climb Check DC10 - Can't fail so no rolls included
Prof: Sailor DC10: 1d20 + 7 ⇒ (11) + 7 = 18
Perception (Sneak): 1d20 + 7 ⇒ (6) + 7 = 13 Middle Deck

The next day finds Eli again swinging in the rigging. It is an easy day for him. He takes a little time during his shift to sneak down to the middle deck and snoop around.

~ Night 6 ~
Night-time: Arm-Wrasslin'!
Fort Save v Rum (DC5): 1d20 + 2 ⇒ (5) + 2 = 7
STR Check: 1d20 + 1 ⇒ (5) + 1 = 6 Boooooo

Not sure if my shenanigans require any rolls but I'll include one just in case:
1d20 ⇒ 13

As evening falls, the Goblin again helps with the rum. This time, he changes his pattern, delivering a jack specifically to Badger with the words, "Here ya go." He waits for the Rahadoumi to start heading for the cask before he delivers a jack to the man, merely nodding this time. Sitting in his pocket is the scribbled scrap of a partial prayer.

Eli slides his hand into his pocket and works the crumpled prayer into the joint between his meaty fingers, concealing it. As everyone finishes their rum ration, he collects the jacks from a few of the crew, including Badger and Maheem. He puts the armload of jacks down then pulls the scrap from between his fingers, scans it briefly, pops it into his shark-toothed maw, and swallows it whole.

Later, Eli roams the deck watching the evening's entertainment. He slides over to Maheem. "Hey, you look strong... how about an arm wrestlin' contest?" He makes a huge show of getting his arm set up properly only to - quite likely - lose hard and fast.


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

Day 5
Taking the piece of paper, Davina looks a little confused at the request, "I can, but I need something to write with as well. Is there any particular prayer that you want me to write?"


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

Eli hands her the stub of a burnt taper. "How about 'luck'?"


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

Davina takes the stub and writes in a strange, flowing script, "Fortuna, tuum erit semper."

Celestial:
"May fortune be yours always.
When she finishes, she hands it back to Elias, "There you go."


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

Eli gives the winged woman a thumbs up and a smile before crumpling up the paper and stuffing it into his pocket.


Day 6 cont.

Eli is able to sneak away from his rigging chores to get a look around the middle hold (middle deck). This is the ship’s main cargo hold. The
hold is mostly empty, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters, while a second set of stairs descends into the lower hold. Owlbear Hartshorn is invariably chained to the foremast here to keep him from causing trouble and to keep people out of the officers’ cabin. Another flight of stairs in the aft section next to the galley leads up to the
captain’s quarters. Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each. Also stored here and easily obtainable are several boarding axes and belaying pins (clubs).

That evening, Maheem looks exasperated at the goblin, but sits down across from him. "Look ya runt, I don't know what yer game is, but I ain't yer friend. I don't like you, I don't like yer friends. If it weren't fer fear of getting keelhauled, I'd shiv the lot of ya. Once I beat ya here, I don't want ta see yer face near me again." The grins on the faces of his cronies is evident to see, Tam, Fipps and Badger all pitching in their approval. Maheem grips Eli's hand in an iron grip and grins maliciously, "An if we're goin' ta do this, we're doin it the pirate way. What say ye, me hearties!" With this the crew lets out a cheer, and several bits of broken glass, caltrops, a few knives are spread across the top of the barrel. "Now the loser pays in blood."

Maheem Str to hold Eli's hand in place before the arm wrestling: 1d20 + 1 ⇒ (18) + 1 = 19
Maheem Str for the arm wrestling: 1d20 + 1 ⇒ (19) + 1 = 20
Will wait this time for Eli to roll his str check for the arm wrestling. Normally I'd roll that for expediency, but Eli's pretty quick ;)

If Eli wins, 1d2+his str modifier in damage to Maheems arm, if he loses, Eli takes 2 points of damage when his hand and arm are ground into the sharp objects.


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

Eli is as little bothered by the broken glass and caltrops set on the wrestling table as he is by the Rahadoumi's words. "You done flirting? I'm spoken for." He locks into a wrestler's clinch and matches his strength against the Rahadoumi's. He loses in short order but is encouraged by the fact that Maheem's strength is not that much greater than his own.

With a grin, he bears the pain that goes along with the snap of his clawed hand hitting the table and the crunch of broken glass. He looks at his bloody hand and yanks free a couple thick shards of glass. He pops the bloody fragments into his mouth, chews them slowly, and swallows. Eli gives the Rahadoumi a smile, his teeth coated in his own blood and shattered glass. He offers his wounded hand for a re-match, saying pleasantly, "Best of three?"

I added an extra HP of damage for chewing glass.

STR Check (wrestling): 1d20 + 1 ⇒ (10) + 1 = 11 Lose!

Status:
HP: 5 / 8 | AC:17
NL: 8 / 8
Perfect Strike (1):
Ki (0):
Arrows:
Blunts:
Spell Effects:


Maheem just stares at the goblin in amazement and horror, "You sick little f**k! I'm done with ya. He gets up and looks back at his cronies and you hear him mutter "Who does that....?


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

LOL. Objective achieved! :D

Eli watches the sailor leave, a quizzical expression on his face. Then he shrugs, gets up, nods to Maheem's cronies, and saunters off singing (poorly) "Yo ho! Yo ho! A pirate's life for meeee..."

Perform (Sing): 1d20 - 1 ⇒ (6) - 1 = 5

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