
Satinder Morne |

Do we need to go by 10% increments? What about going for the "safe" zone?
Like, Victoriana will not fail a DC11 because of her +10? Can we sell them at 101%? :)
How about 2%?

Dantes Goldforge |

I am fine either way; I don't want to detract if this is a particular element of the AP that anyone wants to play up. All things being equal, I'd be fine going for 100% just to keep to the action elements as much as possible.
Dantes follows along behind, a ledger in hand to supply relevant details to the negotiators as it is needed. He'll lurk silently, and when necessary he'll step up and show sections to the ladies.
For example, if Satinder says "As far as bolts of silk go, we have..." Dantes will flip to the correct page and show her the info.

Faengrim |

Faengrim stays close offering his presence to help insure everyone plays nice. He'll also offer side commentary espousing the superior qualities of their merchandise.
"Fine Osirian silk. Strong, airy, easily worked."

Satinder Morne |

Chumtooth, you assist or I? I have half a mind to let you do it, cause I'm curious how you'll spin the tale.
My approach would be bluff, but can't wait to see your intimidate in action.

Chumtooth |

Chumtooth, you assist or I? I have half a mind to let you do it, cause I'm curious how you'll spin the tale.
My approach would be bluff, but can't wait to see your intimidate in action.
Oh, definitely Intimidate (that's all I got for social skills, really). If you want to help in that regard, we might fare better, since it would be sheer luck and nothing else if I were to successfully assist on a Bluff Check. I was just waiting for one of our seasoned NPCs to point us in the direction of one of the more piratey pubs in town.

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Kroop smiles and suggests The Salty Mermaid, a local favorite. "Full of pirates and cutthroats," he says, punching Chumtooth in the arm. "You'll fit right in."

Chumtooth |

Chumtooth grins at the old sailor, showing his rows of stained, pointed teeth.
"Goooood," he replies. "Satinder and Sabine, we will go to this place called the Sahl-teee Murr-mayd and tell of our battles and journeys."
He turns to Sandara and Kroop. "The ship cannot be left without protection. Make two groups of them, you will each command one group. One group goes ashore, while the other protects the ship. The first group will come back and the second group will go ashore. Give each three hours. If any return late or do not return, tell Chu..me...or the first offisah you see. Those who disobey will be punished," he adds with an emphasis that implies a severely painful outcome.
"And...." he adds as an afterthought, "any who do not obey will not receive their share of the plun-dah."

Satinder Morne |

Satinder nods and jumps overboard, sliding down a length of rope tied to the side of the dock.

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Okay, for selling goods, you can either take the 100% or you can dice for it, in which case I will need 14 rolls from the individual doing the selling and anyone supporting them.
For those of you in the tavern, the storyteller must make a Bluff, Intimidate, or Perform check to impress the locals with your tales. The DC for the check is 27. Each point of plunder you spend adds +2 to the skill check. Additionally, if you fail the roll, you can spend 3 points of plunder to immediately recheck. This can be done only once.

Dantes Goldforge |

Dantes can't really help with those rolls, but I can probably craft items that will help with future rolls. It isn't really expensive to have items that add a few points to skill checks.

Faengrim |

So we're going to take the 100% and 14 days to sell plunder?
Then we're going to spend time bragging to increase our reputation?
With Diplomacy of +9 Faengrim Aids Another automatically. +2 to the roll.

Satinder Morne |

Satinder will aid Chumtooth's story, aiding through the means of bluffing and exagerating whereas he is instilling fear.
With Bluff +11, Diplomacy +10, Intimidate +8 it shouldn't be too much of a problem.
--
DM, can I aid in both the selling and the bragging?

Dantes Goldforge |

If we are going to take 100% on the selling, I believe Dantes can do that without rolls, efficiently moving from merchant to merchant with his ledgers. That would mean the rest of you could use the time to talk us up. It sounds like Chumtooth rolling with aids from Faengrim and Satinder to give him a +4.

Chumtooth |

Chumtooth leads the group of officers, minus Dantes, to the tavern known as the Salty Mermaid. He enters the room with a confident stride, knowing that the others (well, maybe not Vic) will be wearing their best war-faces, as well.
"I am Chumtooth, cap-i-tan of the Keess of Ven-janss. I and my crew," he gestures to the others, giving them each an opportunity to appear terrifying. "Have come to Senghor to sell our plun-dah and drink to our fortune! Come, hear our tales of blood and glorr-ry!"
Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18 (plus any bonuses for Aid Another rolls)

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Satinder, you can aid in both only if you were to do the bragging after selling. However, it seems as though you are just going to take the 100% and be done with it.
Several old salts turn at the sound of Chumtooth's voice. A few sailors come nearer to hear your tales.
The DC is 27, and you have 22 with aid another bonuses. You would need to spend 3 points of plunder to bring you up to meet the DC, or you can spend 3 points and try a reroll.

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The AP isn't very clear on how many of you can make checks, so I will allow each of you to try and we will take the highest roll and assume that everyone else is assisting that individual.

Victoriana Whitecap |

Vic's stories are... fairly different from Chumtooth's. In a different tavern, she describes swashbuckling adventures against misshapen men of the earth and cowardly slavers, fighting alongside a lovable cannibal who never lies and a priestess of Calistria with a heart of gold.
Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30 well then...

Faengrim |

So I guess this is an Aid roll.
Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11
Faengrim's tales are sword and obviously exaggerated sorcery. He speaks of the camaraderie of the crew and the riches and women won in their travels and adventures.

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Okay, the combined efforts of the crew mean that you gain two points of Infamy and Disrepute.
You're probably asking yourselves what the point of all this is. Well, I'm glad that you asked.
Gaining Infamy and Disrepute allow you to spend your Disrepute points to gain temporary bonuses. Right now, you are Disgraceful. You may choose a favored port at which you get +2 on your Infamy checks. You may also purchase what are called Impositions, as detailed on the Discussion forum.

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Sabine has dropped out, citing difficulty finding her role and getting into character.

Chumtooth |

Bummer. :-/ Fair winds, Shark Shaman. We hardly had a chance to get to know you.
With a profitable sale of the plunder and a night of bountiful bragging, Chumtooth calls the crew back to the ship so that all members can receive their shares, as dictated by their positions.
"Dantes will count out your pay," he says to the crew. "Spend it or save it as you wish, but do not steal from your comrades."

Satinder Morne |

Satinder is happy with the loot, and will make sure that at night, there is much fun and merriment on the ship.
She will however keep an eye out for anyone who tries to act against the captain's wishes, and makes sure that nobody questions who is the leader of this vessel now.
Oh, and she pretends she is still suffering from her disease/poison, as to have a reason she is not chugging down the rum like the rest of 'em.

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The celebration goes long into the night and there is much rejoicing. The crew is happy with the plunder and the way the ship is being captained. Much of the next day is spent in recovery by many of the crew members. A few days pass without incident, and then, one the afternoon of the third day, the lookout spies a column of smoke to the east. As there is no land nearby, it could only be a ship burning.
A short while later, as the ship heads in that direction, the lookout calls down again and Chumtooth orders his spyglass. Peering through the glass, he can see that a Chelish naval cutter has apparently bested a brig in combat. As he watches, the last few bound prisoners are being forced below decks on the brig as fires, set by the victors, spread across the upper deck.
Kroop looks on from beside Chumtooth. "If we're going after them, sir, best to keep the setting sun at our back. They're less like to spot us that way."

Victoriana Whitecap |

"The brig's gone," Vic comments. "But I'd love a Chelish prize."
And, while the crew debates, she heads towards the aftdeck to prime her catapult.
I've been working on crafting a masterwork heavy catapult ever since I joined the ship. I think we calculated it would take about 1-2 months at sea, which we should have gotten at this point—is the catapult ready?

Chumtooth |

"The victors will be weak from fighting," Chumtooth replies. "As you say, we follow with the sun behind us, then close to strike."
He turns to Victoriana and nods at her comment. "Yes, make your caht-a-poolt ready."
Addressing Faengrim and Satinder, he says, "we will lead the boarding when we have caught them. Until then, help Veek use her caht-a-poolt, and then what bows and crahss-bows we have should be used when we are close."
To Dantes, he says, "Use what magic you have to slow or weaken them. Watch also for those who use magic among them."

Chumtooth |

"Right-o! What am I aimin' for, captain—their mast, deck, or crew?"
"They have plunder in their hold, so they will be slow. Aim for the crew. They will not be able to turn, and will not have enough to resist our boarding."

Satinder Morne |

"If we are lucky, we might increase our crew, steal the loot, and end up with a ship for spare parts or to sell..." Satinder whispers in Chumtooths ear, after which she starts shouting orders and pushing people to get everything ready.
"The one that is not ready by the time I call out, will be scrubbing the deck of BOTH ships, after we win, maggots!", while hobbling across the deck and getting her gear ready.

Victoriana Whitecap |

For when it becomes relevant...
Initial Siege Targeting Roll—DC 25 + 2 per 200 feet, up to DC 45 at a max of 2000 feet: 1d20 + 3 + 11 + 20 ⇒ (19) + 3 + 11 + 20 = 53
Damage (applies to one square, ideally the square with the steering wheel, if it's somehow visible on the deck)—Reflex 16 half: 6d6 ⇒ (1, 6, 3, 3, 3, 1) = 17

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As your vessel nears the targets, you can hear the cries of the men trapped below decks on the burning brig. The Chelish have focused their attention firmly on the brig and fail to spot you until the first volley hits their vessel across the stern, smashing through wood and sending deadly splinters flying. The steering column is destroyed in the attack, leaving the Famished Mane unable to react, but her marines bring their ballistas to bear...
The Famished Mane is not going anywhere anytime soon, but her crew still has four ballistas they can open fire with. At this point, you can either circle her and beat on her with the catapult, taking your chances with the ballistas, or you can ram her and go to deck combat. Your call.

Satinder Morne |

"Everyone brace for impact as you hear the whistle. Then drop what you have and let hell break loose upon the enemy." Satinder shouts across the cheering as the opposing ship is dead in the water.
She drops her voice slightly, and adds some menace to it.
"But be warned, I want to see everyone firing, slinging, hurling until that whistle signal is there, you hear me?"
She looks around, takes a crossbow from someone in her area, and starts loading and firing.
Since melee character are kinda useless at range, I vote boarding.
Also, I reckon we can heal ourselves easier than fixing the boat is going to cost us :)

Dantes Goldforge |

Dantes says nothing, but moves quickly. He moves toward the center of the ship and finds some place to crouch, partial concealed, in case they have casters of their own. He will cast mage armor on himself, though he hopes he won't need its effects. Once they are in range, Dantes will cast glitterdust centered on anyone that looks to be an obvious leader or shouting orders. If no one like that is readily visible, then he'll target the largest group of opposing sailors that he can catch.
Active effects: Mage Armor.

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With a crack like a thunderbolt, the two vessels meet, your ship slamming broadsides into the Famished Mane and opening a sizable split in her hull. Your troops pour across the fore of the vessel, clashing with the enemy. Through the chaos, you spot the captain, surrounded by marines. There are six imposing figures armed with boarding pikes and cutlasses. You fight your way through the crush of humanity to clash with them...
As you approach, they ward you off using their boarding pikes to keep you at a distance. One marine attacks each of you, while the sixth protects the captain. Most of them miss their targets, but the one facing Dantes manages to land a solid blow (Dantes takes 5 points of damage).
The PCs are up!
INITIATIVE
Marines
Chumtooth
Faengrim
Satinder
Dantes
Victoriana
Chumtooth Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Dantes Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Satinder Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Faengrim Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Marines Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Marine vs. Victoriana: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Marine vs. Chumtooth: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Marine vs. Faengrim: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Marine vs. Satinder: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Marine vs. Dantes: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Chumtooth |

"Soo-renn-dah, and you will be left alive. Fight, and you will die!" Chumtooth growls at the circle of armed men.
Intimidate: 1d20 + 10 ⇒ (18) + 10 = 28
(Chumtooth holds his action until after Dantes and Vic can employ spells.)

Faengrim |

Faengrim stands next to his captain in his shark-like form. He aims to give strength to Chumtooth's words by screaming his fury, showing his teeth, and brandishes his greatsword.
Intimidate: 1d20 + 6 ⇒ (3) + 6 = 9

Victoriana Whitecap |

Vic steps five feet back, and drops a flaming sphere on top of the captain.
Damage (Reflex 17 negates): 3d6 ⇒ (5, 3, 2) = 10

Satinder Morne |

Satinder tries to find a spot where she can flank the group protecting the captain. If at all possible, she will try to blend into the crowd of 'regulars' fighting, as to get into a weird position.
Intimidate: 1d20 + 8 ⇒ (19) + 8 = 27
That new guy is cursed.. Why isn't anyone surprised by its transformation?

Dantes Goldforge |

Reeling from the blow, Dantes takes a step back from the marine that struck him and, with an arcane syllable, blinks out of view.
5' step back and casting invisibility.