Ironperenti's Skull and Shackles

Game Master Ironperenti

Character Treasure Tracker

S&S on roll20

Disrepute 3 Infamy 3

Crew Perilous Pearl 28 of 20 (Guillaume, Orslaw, Beket) Goblin's Prize 28 of 20 (Bessie, Bleepos, Nasifi)


251 to 300 of 2,319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

fort: 1d20 + 5 ⇒ (1) + 5 = 6
diplomacy: 1d20 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17bonus from last night's performance and bonus from Beket
Crow's off his game this night. It's prob'ly because it's hard to think past the day's stink (even after prodigious use of prestidigitation). He downs his grog, but he's already been feeling a bit ill, and it just doesn't help the way it might usually.
Rather than tellin' tales of raidin' and wenchin', he saunters up to Grok and decides to chat her up a bit. Thanks to Beket, he's able to tell a few jokes to break the ice by bouncing them off him instead of her.
to try to help, I'm also gonna throw out his trait bonus: DC15 kn (local) to add a bonus +1 to crew interactions.
kn(loc): 1d20 + 5 ⇒ (12) + 5 = 17
She asks a question about the story he was telling the night before, to which he gives a great answer... apparently.
sorry, traveling AND I have a bad headache so this is as flavorful as I can get :) PS if Guillame or Nasifi wants to throw some diplomacy aid, maybe we can make it even more interesting


DM / GM / The man behind the curtain

Vladimir is feeling his sauce this evening but strangely it makes him more eloquent, or at least more personable than usual. Or perhaps it is that Grok is pretty sloshed and appreciates a fellow drunk. Either way, she ends up talking with Beket and Vlad for quite some time. She genuinely seems to enjoy their company once the ice is broken. (indifferent > friendly)

Since you missed the FORT save you also get a +3 to your CHA and take 3 pts CON dmg, and will be fatigued for 6 hours
1d4 ⇒ 3
1d3 ⇒ 3
1d8 ⇒ 6


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

When Kipper explains the combined use of oil and alchemists fire, Nasifi nods knowingly. "Yes, I've seen it. Very effective, and terrifying for the other side. I can make the stuff, alchemist fire, if the right ingredients are aboard. I don't know how you normally get your supply, but if you're buying it I can almost certainly make it for less."

++++++++++++++++++++++++++

As she drinks her rum Nasifi stays pretty close to Vad and Beket as Vlad jaws away entertaining people. She's beginning to feel somewhat comfortable around them, even if she doesn't quite know what to make of Beket's secret. Still, he and the others seem to be throwing in together, and that's good enough for her right now. She's still determined to find a way to get off the ship, and extra people will be valuable. Besides they're hanging around with Grok, who Nasifi likes pretty well.

If the opportunity comes up, Nasifi will try to start up a conversation with Sammie Toppin, something about working in the rigging maybe. As far as she can tell, things went well enough with Kipper during the day, and Nasifi is feeling a little bolder.

FORT: 1d20 + 5 ⇒ (3) + 5 = 8

Diplomacy: 1d20 ⇒ 16


DM / GM / The man behind the curtain

Bleepos looks around the crew berth area while everyone is upstairs. As he has seen there are numerous footlockers and most everyone keeps them locked. In addition to those footlockers there are another 20 that are left unused. A good search of the area reveals that no one has left their locker open this time. All of the footlockers are secured with a poor lock (disable device DC 15).

1d100 ⇒ 90


DM / GM / The man behind the curtain

In response to Nasifi, Kipper said they usually buy their supply. He suspects Ms Longfarthing could make the stuff but didn't know why she did not.

Later, when talking with Toppin, the two girls really hit it off. They go from talking about the rigging to cooking and other more mundane things. It turns out Toppin was a washer woman working in Port Peril for several years before she got pressed onto the ship. The first few months she tried to get away but after they took down their first merchant vessel she realized the life of a pirate could be much more lucrative than that of a washer woman. (indifferent > friendly)


DM / GM / The man behind the curtain

Quarne and Longfarthing are seen on deck but they do not interact with the rest of the crew. They appear to be discussing something and are later seen speaking with the Captain.


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

Beket would notice the presence of the other officers upon the deck, the group seemingly speaking with the rest of them. That earned a suspicious stare from the druid and he would think on it for a moment.

"Hey Grok, Crow, what do you think they're talking about..." He'd murmur, nodding towards the sailmaster and carpenter who were speaking with the captain.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

"As long as it isn't Scourge trying to figure out some other way to bugger us. Hmm, now that you mention it though, I would think if a sailmaster and carpenter were chatting and taking it to the cap'n, it may be about one of the masts or a spar failing. That would not be good news for any ship."


DM / GM / The man behind the curtain

Other than Bleepos attempting to open a footlocker I think we can move to morning duties.

Everyone turned in and slept well. The next morning they awoke, Vlad with a hangover (-1 CON) and headed up to the main deck. Fishguts waved Nasifi over and they handed out biscuits to everyone. Before crew announcements to include daily duties were announced, Master Scourge came by. He sauntered over to the Peril team (PCs), obviously pleased with himself.

Looking at Beket he said, "You look right at home scrubbin' the deck Mwangi. So good in fact, I've made it permanent. As for your little animal," Scourge said looking down at Bleepos, "He's going to be our permanent rat catcher. Takes one to know one I guess. Ha!" he laughed as he turned away, noticeably proud of his own wit.

Sail Mistress Peppery Longfarthing announces the weather is changing and storms are coming. Everyone should make doubly sure the rigging and the deck is ready for it. Then Mr Plugg turns everyone over to Master Scourge (swabs) and Tate (riggers). These two then assign duties.

Beket: Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or DC 12 Fortitude check. Failing either check results in the PC being fatigued at the end of the shift.

Bleepos: Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.

Bessie: Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Guillaume: Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 12 Fortitude check to avoid being fatigued at the end of the shift.

Vlad: Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

Nasifi: Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check. Kroop sober 6+: 1d10 ⇒ 8


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

Oh, boy. This was not a day Crow wants to wake up. His head is killing him, his mouth is dry, and his knees feel like jelly for the first 20 minutes or so. Still, he HAD woken up, which is usually a good sign. A little grim perhaps, but still among the living, he climbed the stairs to wait for assignments.
As soon as Scourge turns his back, Crow smiles at Bleepos. Little does that jerk know that Bleepos can eat his fill of rats and still sneak around the ship.
Assigned to the rigging again... not necessarily work he disagreed with. But seeing how he's feeling today, he decides he'll focus on working, and leave the gabbing for later. work diligently
prof(sailor): 1d20 + 9 ⇒ (3) + 9 = 12
and it's a good thing he did... egad, these rolls are killin' me
He does the job adequately, if without his usual flair. Perhaps a little dinner this evenin' will put me to rights.


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

Beket woke up the very next day without the same ache that Vladimir had, grinning at his friend who wobbled out of the bed. Clapping him gently on the back, Beket would walk with him up onto the deck to receive their assignment.

Master Scourge seemed particularly vicious today, permanently assigning Beket to swab the decks and take care of it. "As you wish, Master Scourge." Beket said respectfully but there was the tinge of a growl that accented his words. When Scourge departed, Beket leaned down to his miniature yet fierce companion and whispered. "We'll take a bite out of him someday. Till then, enjoy your hunting." Beket would turn to where the holy stones were and prepared himself for days of hard work in the future.

Strength: 1d20 + 3 ⇒ (6) + 3 = 9

Lagging behind the others, Beket focuses in hard on his work. While he may not like Master Scourge or most of the crew within the ship, he would not be one to be seen as a slacker by his fellows.

Beket will work diligently. Adding a +4 to the roll


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Night time

Bleepos sees the footlockers. He specifically searches for Fipps Chumlett's footlocker - since the man attacked him before - and tries to open it for... Inspection.

Perception (Traps): 1d20 + 7 ⇒ (3) + 7 = 10
Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23

If he manages to open it, he will quickly scan to steal whatever he finds interesting, then close it again and leave for the night.

Day time

Bleepos makes an expression of suffering, as if it was painful for him to go hunt rats and roaches. When Scourge turns his back, though, he smiles back to his companions and then runs on all fours towards below decks.

Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
Hunting Rats (Stealth): 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24

On his first chance, though, he goes to the shop to meet Grok with a smile. Now the half-orc is more friendly towards the group, the goblin feels he might try to get his gear back.

Hi strong quartermaster lady! Bleepos again! - he says, trying to appear friendly - Bleepos... Still a little hurt. Hunting rats, and sometimes people beat on Bleepos.

He approaches as silently as he can, then continues speaking - the truth, maybe for the first time!

Bleepos... Would like Bleepos things back. To protect himself. Bleepos don't want to die.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

As they are given their assignments, Bessie give Bleepos a wink before he scampers off below decks. Bessie then sets to making repairs and working on the sails and ropes, if storms are coming she wants to be sure that ship is in fact in ship-shape.
Prof:sailor: 1d20 + 9 ⇒ (14) + 9 = 23

As she spends her time tending to her assigned repairs, she also starts saying hello to Owlbear as she passes, trying to get a feel for why he is kept chained.
Influence-Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

She is also going to look and see if the mizzenmast cage is still occupied, and if the occupant is living or dead.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24


DM / GM / The man behind the curtain

@Bessie: the night before Bessie did get a few minutes to speak with Quarne. He wasn't rude but he was distant. Finally, he spotted Mistress Longfarthing and said, "Excuse me lass, I have to speak with Longfarthing." With that he strode away. (indifferent > indifferent)


DM / GM / The man behind the curtain

@bleepos: Chumlett's footlocker pops open easily. Inside he finds two small bags of coins (10gp, 70sp total), a tanglefoot bag, and a bedroll.

During the day, Grok seems pleased to see Bleepos. "So what can I do for you today, Mr rat catcher?" she says with no derision. After Bleepos confides in her, she replies, "The Capn's been lookin' in on me things of late. I can't hand out items like I did with the lass Nasifi. Any couple of items that would be preferred? In order to defend yourself, perhaps your weapon and armor?"

Interestingly, Owlbear is up on the main deck today. Bessie speaks with him, trying to befriend the big man. He hoots at her and then hits himself in the head before laughing. The he looks back at her. However, a few more interactions gets very little out of the man. He seems more content in playing with some crabs he has.

The mizzenmast cage holds a dead body. The parrot Pluck sits atop it this morning.
"Aawwk! Good lay over here, aawwwk! Good lay!" the bird says when he spots Bessie poking around the deck. When she looks at him he turns his head away and says, "Who's the boss around here? Who's the boss? Aawwk!"


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Profession(Sailor): 1d20 + 7 ⇒ (10) + 7 = 17

Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17

Guillaume works all day, running lines and tying knots here, there, and yon. It is tiring work, but work he knows well. He'd still rather be back in the damp of the bilges, though. Or swimming the seas beside the vessel. That would be the best thing. But alas, he's running rope. Still though, monotony trumps a beating any day.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Nasifi gives Fishguts a very cheery hello when she finds him sober enough to work. As soon as she gets the chance she sets up the equipment she needs for making the alchemist's kindness she promised him.

"If you don't mind me taking some time away from cooking Ambrose, I'll fix up some of that remedy I told you I'd make." She has decided to call Fishguts by his actual name, not knowing how he feels about the nickname, which isn't particularly nice.

Nasifi works on the batch as she finds slow times during the food prep and cooking. By the mid-afternoon she hands him a little packet containing white crystals.

"Next time you wake up in the morning with the night before hounding you, just take this and put it in water. Let it dissolve, the water will get bubbly and fizzy. Drink it all down and in an hour or so you'll be right as rain."

INT for Cooking: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

Craft: (Alchemy) DC 20: 1d20 + 8 ⇒ (14) + 8 = 22


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

@Beket: we have to add to our list two small bags of coins (10gp, 70sp total), a tanglefoot bag, and a bedroll

Bleepos smiles to Grok and shakes his head in agreement.

Bleepos understands! Bleepos don't want you to have problems. - he taps the counter, happy - Yes, if Bleepos could have back armor, weapon and shield, Bleepos would be able to defend himself already. Bleepos thanks you!

The Goblin pulls a gold coin and puts over the counter.

For the trouble Bleepos could have caused already. Bleepos don't have much. Grok is not only strong, but friendly too! Grok deserves some extra rum tonight. - and he pushes the coin to her, making sure no one is seeing.


DM / GM / The man behind the curtain

"Outstanding Nasifi," Ambrose says, [b]"I look forward to it."

Grok looks at Bleepos and nods. Then she passes him his armor, shield, and a short sword.


DM / GM / The man behind the curtain

The work day comes to an end and everyone gathers on the main deck. Grok brings out a pair of buckets of rum and drops them at the mainmast. No one gets striped at bloody hour but instead of releasing everyone, Mr Plugg makes an announcement, ”Master Scourge tells me his pet needs some exercise. So, who will step up?” With this, Master Scourge gestures for everyone to move back to the mainmast and then unchains Hartshorn. Hartshorn is a tall muscular man but it is obvious his mind is weak. He gives a comical grin and raises his hands as if his n triumph. Many of the crew cheer but they callout derisive names and declare he needs to be refeathered. This last, apparently in reference to a previous time he was feathered, evidence of which can be seen as patches of tar and feathers scattered about his shaved body.

”A hundred gold to anyone who can lay the owlbear low with you bare fists. How about our newest crew members. Anyone willing to test their mettle against the owlbear?” Mr Plugg asks, looking at the Peril crew.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie's eyes widen at the thought... fisticuffs was not her strong suit. Now Beket or Crow could take a turn, perhaps even Guillaume or Bleepos, but not her. She takes a step closer to Nasifi. Chances were good that Scourge would want a good fight for entertainment and wagering and she hoped he would realize neither the girls nor the goblin would do for that.

Although taking advantage of a foe's weakness is at the heart of being a pirate, even Bessie has limits. Her goddess may bring strife and hardship, but those bring opportunity and the potential for reward. Being cruel for the sake of cruelty is the trait of tyrants, not the free spirits of Besmara.

Perhaps I can heal Owlbear and the loser after...


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

Bastards! To use a poor simpleton like that for their entertainment. And to torture the man on top of it. It ain't right. Hmm. Maybe I could take a dive.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Guillaume disdainfully looks the simpleton up and down. What would be the point? There's little to be gained here, and at any rate his lack of wits doesn't mitigate the size of his fists.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Nasifi likewise keeps very close to Bessie. She is small compared even to Bessie, and the idea she might match herself against the Owlbear is preposterous.

Nasifi doubts Mr. Pugg will allow himself to be denied his fun though. While she figures the cruel man would like to see a real fight, if his sense of humor runs in certain dreadful directions, he might not give her a choice. She does have a concoction that will augment her physically, but even if she had chosen correctly to prepare it to augment her strength, and she hadn't, it would not be nearly enough to make a real difference.

Nasifi wishes she could give it to one of the more likely to be chosen, such as Vlad or Beket, but it doesn't work that way. While she had figured out how to prepare some of her formulae to work for other people, this one does not. "It is a problem I really must find a solution to..."

She begins to pick the recipe apart in her head, searching for what exactly might alter the chemistry to make it compatible with any body. Soon she lapses into her own thoughts while trying to be as unnoticeable as possible.


DM / GM / The man behind the curtain

"You group of yella bellies," Mr Plugg said. "It looks like you have no takers, Master Scourge. Exercise your beast as you will."

"Aye, Mr Plugg." Master Scourge looks at Hartshorn and says, "Into the rigging."

The big man leaps into the rigging with obvious delight. He then begins to climb around and swing about. Master Scourge then looks out over the gathered sailors, "Dismissed."

Rum ration DC 5. Evening actions.


DM / GM / The man behind the curtain

Rum ration DC 5. Evening actions. End of Day 5.

Two days of actions. Rum ration saves the night of day 7.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Day 5 Evening
Fortitude: 1d20 + 3 ⇒ (12) + 3 = 15
Evening action - Cast Enhance Water for Crow and sleep.

Day 6
Profession Sailor: 1d20 + 9 ⇒ (2) + 9 = 11
Influence Caulky Tarroon Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

Fortitude: 1d20 + 3 ⇒ (10) + 3 = 13
Evening action - Influence Maheem Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20

Day 7
Profession Sailor: 1d20 + 9 ⇒ (19) + 9 = 28
Influence Jaundiced Jape Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

Fortitude: 1d20 + 3 ⇒ (5) + 3 = 8
Evening action - Influence Tam "Narwhal" Tate Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

If anyone is hurt during the day, Bessie would use her healing that night as well.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

day 5:fort save: 1d20 + 5 ⇒ (12) + 5 = 17
day 5: perform: 1d20 + 9 ⇒ (19) + 9 = 28
day 6: prof sailor: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13
day 6:diplomacy@Barefoot Sammie: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
day 7:prof sailor: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
day 7:fort save: 1d20 + 5 ⇒ (19) + 5 = 24
day 7:diplomacy@Shortstone: 1d20 + 9 ⇒ (19) + 9 = 28

Crow spends the next few days working hard (focusing on work for +4) and playing hard. He has an excellent performance on day 5 giving him a bonus on day 6. As he goes about mostly working in the rigging, he focuses in the evening on being friendly with the other riggers. Might as well work around friendly folks.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

With a +6 Fort save, I'm not going to bother to roll the Rum saves.

Day 6:
Profession(Sailor): 1d20 + 7 ⇒ (16) + 7 = 23
Diplomacy: 1d20 ⇒ 12 to influence Narwhal

Day 7:
Profession(Sailor): 1d20 + 7 ⇒ (12) + 7 = 19
Diplomacy: 1d20 ⇒ 14 to influence Barefoot Sammie


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

Beket eyed the large man and he considered the option of stepping in against him. He was a simple thing, it seemed, but terribly strong. The chance to humble Scourge was there but vengeance would belong to the smarter, stronger, and more cunning. If he was laid out, how could he work and avoid the lash? If they came across prey, how would he be able to ensure that he could fight as well as he could? The truth was, he couldn't. So he remained quiet, his jaw tightening when Mr. Plugg called him a yellow belly. In time, he'd make them pay for their actions against them. He'd make them scream for Besmara's mercy.

Rum Rations, Day 5: 1d20 + 5 ⇒ (15) + 5 = 20
Day 5 Evening; Influence Grok to Helpful: 1d20 + 0 ⇒ (15) + 0 = 15
Day 6 Work Action (Visit Store); Fort: 1d20 + 3 ⇒ (9) + 3 = 12

Striding into the quartermaster's store, a smile would spread across the large man's face as he gave her a nod. "Grok. I have a favor to ask you." Quietly, he looked around before he leaning in close upon the table, his voice dropping down to a whisper as he spoke. "When I was taken from port, I wasn't without some things. Now...I know most of it has to stay here but...well...I have enemies on the ship, the Master being one of them. I need my armor and tools if I'm going to survive and keep our friends alive. You want that, don't you?"

I'm hoping to convince her to let my armor and weapons backs. That's it though, the rest can be earned later or be lost.

Diplomacy; Make A Request: 1d20 + 0 ⇒ (12) + 0 = 12

For the rest of the day, Beket ends up working alongside Rosie through most of the shifts. Taking on more work than necessary, he gives the little lady a small break from the tedium of it all.

Daytime Action is going to be helping Rosie for a +2 to the Diplomacy roll
Rum Ration, Night 6: 1d20 + 5 ⇒ (17) + 5 = 22
Assist Guillaume's Diplomacy, Night 6: 1d20 + 0 ⇒ (18) + 0 = 18

Day 7 Work: 1d20 + 5 ⇒ (15) + 5 = 20
Daytime action will be the same as before, bringing it to a +4
Rum Ration, Night 7: 1d20 + 5 ⇒ (9) + 5 = 14
Influence Rosie Cusswell: 1d20 + 4 ⇒ (11) + 4 = 15


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

I'll also skip the rum rolls since Nasifi can't fail them.

Nasifi goes to bed as soon as she can to be well rested. The next day she scrambles to cook and complete a dose of Alchemist's Kindness in her free moments. She gives it over to Grok at the end of the day with the same instructions as Fishguts received.

For the next couple of days she settles into the basic routine. Cooking, rum with a little talk after and sleep. She figures she'll save any further fancy stuff until her body's used to the daily drill.

Cooking: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15

Craft: (Alchemy) DC 20: 1d20 + 8 ⇒ (13) + 8 = 21

Cooking: 1d20 + 3 ⇒ (8) + 3 = 11

Cooking: 1d20 + 3 ⇒ (9) + 3 = 12

I'd planned to do a little more, but I'm figuring this is barely getting in before the update. I'll take extra actions next time around.


DM / GM / The man behind the curtain

Day 6

Bessie:

Caulky and Bessie start off talking pleasantly enough but the conversation takes a bad turn. Before Bessie can get the situation under control the angered Caulky takes a swing. Before she knows it, Bessie and Caulky become the entertainment for the day as they roll about on the deck. Finally, Scourge orders a couple sailors to separate the two of them. As soon as Bessie is clear of Caulky, Master Scourge lashes her two or three times with his whip and says it's for touching the Captain's cabin girl. Caulky goes back into the Captain's cabin.

That evening Bessie overhears Maheem make a comment about the cat-fight. Using the incident as a spring board she gets Maheem to open up about his travels. When he finally moves on, he slaps Bessie on the back and says, "You ain't half bad Rogers."

Vlad:

Vlad had put on an excellent performance the night before. He does his job, not top end but solid. That evening he pours on the charm and directs it at Sammie Toppin. She is so besotted with his relative fame and charming demeanor that she suggests they find some privacy for some alone time.

Guillaume:

Guillaume works hard but finds, even with Beket's assistance, Tate nearly impossible to win over. Taking the tack of the standard sailor complaining about the staff, Guillaume opens up a conversation with Tate. The dwarf bristles immediately. Beket manages to smooth over the initial misunderstanding but, they still fail to sway Tate, "You two spin a good yarn. I got upset 'nitially. Jus' remember, Mr Plugg and Master Scourge 'ave been good mates to me. So, I don't want to hear no complaints."

Beket:

"Aww, most don't wear armor amongst the crew anyway. Just don't tell where you got it. Be careful you don't get yourself drowned wearing it." Grok, now a relatively reliable friend, said.

see Guillaume's section for the results with Tate, I flipped the scores and went with Beket's 18 with a +2 from Guillaume.

Nasifi:

Nasifi does an excellent job cooking. Her concoction comes out well.

Bleepos:

Chases rats and is happy doing so.

Day 7

Bessie:

Bessie's work went well. While getting the job done, she attempts to draw Jape into a similar conversation as Maheem. It doesn't flop but doesn't go anywhere either.
That evening, after hearing the problems Guillaume had with Tate, Bessie attempts to salve over bristling dwarf. Much like Jape, she doesn't get a nasty reaction but a simple, "Just stay out of it lass,"

Vlad:

Vlad has another solid day at work. That evening, Vlad and Sammie along with him, manages to strike up a good conversation with Shortstone. The evening passes well over a friendly game of cards.

Guillaume:

Guillaume has another excellent day at work. That evening he joins in the card game with Vlad, Sammie, and Shortstone. As they go to turn in, Sammie pats Guillaume on the cheek and says, "You're sweet."

Beket:

After two days of working with Rosie, and the other positive interactions she's had with the Peril crew. Beket helps draw her in with asserting she is part of the Peril crew as well. She as well as them, whether they want to sail or not, were taken against their will. It only stands to reason that having shared misfortune they should move forward in searching for possible shared fortune. Rosie agreed and also confided that she really wished she could get her fiddle back from Grok.
(indifferent > friendly)

Nasifi:

Yet, another solid day of cooking.

Bleepos:

Chases rats and is happy doing so.


DM / GM / The man behind the curtain

On the seventh day out of Port Peril the wind began to pick up. It drove clouds before it that progressively grew more gray. That evening the wind blew harder and it began to rain. Mostly a gentle rain, pushed about by gusting winds. At about four, the alarm bell starts ringing and everyone wakes to a ship that is significantly rocking.

Above deck, the wind was howling and the rain was coming down at a significant angle. Those that were on watch had reefed some of the sails but definitely needed assistance. Mr Plugg was bellowing orders as was the Captain. Everyone gets grabbed randomly to work different areas.

Bessie: Line Work: Hard work hoisting and lowering sails, requiring a DC 12 Profession (sailor) or Dexterity check. You must also make a DC 14 Fortitude check to avoid being fatigued at the end of the shift.

Vlad: Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 12 Climb checks, followed by a DC 12 Profession (sailor) or Dexterity check.

Guillaume: Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 12 Profession (sailor) or Strength check. You must also make a DC 14 Fortitude check to avoid being fatigued at the end of the shift.

Beket: Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 12 Profession (sailor) or Strength check. You must also make a DC 14 Fortitude check to avoid being fatigued at the end of the shift.

Nasifi: Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 12 Acrobatics check and DC 14 Fortitude check. Failing the Fortitude check results in you being fatigued at the end of the shift. If you have the Run feat, you automatically succeed at this task.

Bleepos: Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 12 Profession (sailor) or Dexterity check.

The storm continues to get worse, there is no time for ship actions. As the storm intensifies huge waves begin to wash over the deck. After one such wave, Nasifi notices Tibbs is missing. She immediately starts yelling for help and looks over the rail. She spots him about ten feet from the ship.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

Day 6: Vlad is only too happy to help Barefoot Sammie bare some other parts as well.
Day 7: He also doesn't mind loosing a little silver if it helps to smoothe relations among the crew.
And then the storm starts. Plugg directs him to the upper rigging.
climb: 1d20 + 9 ⇒ (6) + 9 = 15
Prof(sailor): 1d20 + 5 ⇒ (14) + 5 = 19
With a steady hand, he quickly ascends the rigging and helps get everything tied down.
how many climb checks does he need? I'll toss in another just in case...
climb: 1d20 + 9 ⇒ (20) + 9 = 29


DM / GM / The man behind the curtain

@Vlad: you only need the one unless you miss by 5 or more. Then a second to keep from falling.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Nasifi watches Tibbs carefully so she doesn't lose sight of him in the water. At the same time she yells "Man overboard! Bring rope!" several times as loudly as she can.

Depending on what she sees with Tibbs in the water she will do one of two things: If she sees Tibbs swimming or at least treading water to stay afloat, she waits for someone to arrive with a rope.

If she sees Tibbs is not managing to stay up, she pulls out her dose of Touch of the Sea and quaffs it. Then she dives into the water and swims to him. Nasifi can take 10 on the swim, which will give her 24. She has a swim speed of 30'.

Acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14

FORT: 1d20 + 5 ⇒ (16) + 5 = 21

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


DM / GM / The man behind the curtain

Mr Tibbs is conscious and treading water. Beket, who has been hauling rope all day, is the first to reach Nasifi's side with a coil. Nasifi throws a line Ranged Touch: 1d20 + 4 ⇒ (5) + 4 = 9 but she throws it short.

Tibbs Swim: 1d20 + 7 ⇒ (11) + 7 = 18

As they watch and the wind howls, Tibbs is drawn further away by the sea Distance x10 in feet: 1d3 ⇒ 3. total of 40' from the ship now

Spoiler:
Distance: 1d310 ⇒ 194 that didn't work


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

"I'll get him!" Guillaume shouts, before diving overboard.

Swim: 1d20 + 13 ⇒ (20) + 13 = 33 Swim Speed 30 feet.

Guillaume swims to the rope and secures it, then heads for Tibbs. If grabbing the rope takes a Move or Standard action, I'll swim to it and grab it. If it's a swift or less I'll take a second move to swim to Tibbs.


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

--- DAY 6 ---

Walking away from Tate, Beket would put his arm around Guillaume's shoulder and give a grin. "Do not worry about his attitude. At least, when the time comes, we'll know who to kill." The voice was soft, a mere whisper, but it was casual in its violence. The more of their enemies that were known, the easier it would be to plan around them.

A shark's smile spread across Beket's face as he nodded softly, rolling his shoulders as he hooked the armor along his form. It was a gift given to him from his mother, purchased from a merchant that had goods from the strange realm of Tien. The lamellar fit well upon the hulking man's form, though he would make sure to wear his rags above it to ensure that it was not too identifiable.

"Of course Grok. No one will know. This is a gift from my dead mother...so...thank you." The words were earnest and true and Beket would feel far more secure now that he was properly protected.

Did she happen to give me back my spear, sling, and bullets too? If not, no worries, just curious.

--- DAY 7 ---

Misery loved company and that was the way that Beket slowly earned the trust of the foul-mouthed halfling. Reaffirming that she was part of their crew, he leaned down and whispered to her. "We take care of each other, we do. Sandara, Bessie, and myself are all blessed by Besmara's gift too. Stick with us and we'll make sure we all get out of here alive." The truth was, he had come to like the little lady to some degree. Her lexicon of curses surprised even him and he found himself finding that all the little ones on the ship were becoming his friends. "Every shark should make friends with the fishes in the reef. Find out where the real meat lies." He thought to himself, whistling a shanty as he went back to work.

As the rain began to fall from overhead, Beket's head would look up into the skies for a moment. A grin came to his face, wild and dangerous as he let out a sigh. "Finally...a good day of hard work."

When the storm had finally hit, Beket eagerly went to work upon the ship. He was strong and sturdy but with Scourge's hatred, he never had a chance to show off his actual skill at sailing.

Prof: Sailor: 1d20 + 8 ⇒ (20) + 8 = 28

Beket was a machine in the rainstorm, as if this was his natural element. He could feel the pulse upon birthmark, like a second heartbeat, and he couldn't help but feel rejuvenated in the storm. "This...this is my calling." He thought to himself, reminding himself of his promise to become great. One day, one day he'd no longer be a press-ganged swab upon some ship. He would be great, great enough that the Runetooth name would strike fear into navy admirals and merchant princes alike.

The cry of man overboard caught his attention and quickly, he ran extra rope over to the side where Nasifi pointed him out. The rope fell too short though and Tibbs began to drift further away from the ship. "The wind is too harsh for Rytys to fly." He though, looking up into the sails to see the bird-like shape that clung to the ship like the rock it was. Guillaume leapt into the water though and disappeared into the dark waves. "Besmara, bring them back.." He growled, grabbing onto the rope. He prepared to pull them both back against the tide if needed, against the greedy waves of the ocean that rolled around them.

I'll make the roll now for fatigue at the end of shift.

Fortitude: 1d20 + 5 ⇒ (19) + 5 = 24


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Prof-Sailor: 1d20 + 9 ⇒ (14) + 9 = 23
Fort Save: 1d20 + 3 ⇒ (12) + 3 = 15

Bessie has seen Besmara's fury tear at unprepared ships, so she secures sails and works the lines with a dedicated focus. As the rains come she feels good about the condition of the ship and their readiness to weather the coming storm. As the rains come down, she says prayers to Besmara, thanking her for the sea and the storms and her protections.

Upon hearing the cries of man overboard, she too will rush to the rails. Guillaume is in the water, and Beket's prayer gives her an idea.

She scans the sea for Tibbs.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Assuming she can locate the sailor as he bobs among the huge waves and rains, she calls on the power of Besmara to control the oceans and pull Tibbs closer to Guillaume. Use Surge domain power to drag Tibbs closer to Guillaume and the ship

Info for Iron:

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

CMB-Drag: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

With Guillaume in the water, Nasifi abandons the idea of going herself. Guillaume is far better suited for the rescue than her.

Instead she looks around for a second rope, in case the first one breaks or is lost.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


DM / GM / The man behind the curtain

Guillaume hits the water and quickly realizes the difficulty will not be the swimming but the finding of the gnome. The rain and the swell make it extremely difficult to see anything from surface level. Perception check DC 10 +2 penalty per 10' or (+8) -2 for yelled assistance from the deck above, final DC 16.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

I should probably mention that I have Blindsense 30 for any creatures in the same body of water as me, thanks to an alternate racial trait. Will that help here?


DM / GM / The man behind the curtain

[ooc]Conveniently he is 40' away, so it will help when you close the distance but not at the moment.[/b]


DM / GM / The man behind the curtain

Guillaume Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Guillaume manages to spot the gnome. Grabbing the end of the rope (assuming you jumped in next to it) he swims toward the little man. He is about 10' away when Tibbs is dragged below the waves. Luckily he can still sense the little man and closes in on him. Guillaume surfaces with Tibbs and hands the gnome the rope.

Tibbs swim: 1d20 + 7 ⇒ (1) + 7 = 8
distance: 1d3 ⇒ 1

Between the team hauling on the rope and Guillaume assisting, they get Tibbs on board a few minutes later. Soon thereafter, Guillaume touches down on the deck. They are both safe.

The afternoon into evening doesn't let up.
same tasks, through the evening.


DM / GM / The man behind the curtain

Bleepos Profession Sailor day: 1d20 + 7 ⇒ (9) + 7 = 16
Bleepos Profession Sailor evening: 1d20 + 7 ⇒ (6) + 7 = 13

Having to work double shifts is exhausting, everyone is dragging as you roll into the evening shift.
All work DCs +2, Fortitude save DC14 or be fatigued


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

climb: 1d20 + 9 ⇒ (19) + 9 = 28
prof:sailor: 1d20 + 5 ⇒ (16) + 5 = 21
fort: 1d20 + 5 ⇒ (11) + 5 = 16
Vlad spends the rest of the evening up in the rigging, doing his part to make sure the ship doesn't sink. Especially not with him on it. By the end of the shift, he's ready for some well-deserved rest. Despite the rolling ship, he's pretty sure he'll sleep well enough after today's workout.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Good eyes Nasifi, and well done Guillaume! We need to keep Tibbs here close by us; he has survived bilge rats and being washed overboard, and he is still here to tell the tale. Surely Besmara has smiled upon him! And on you.

With Tibbs safely back onboard, Bessie sets to work in the driving rain, soaked through and barley able to see as the waves crash about her as she works the lines to keep the ship together. There was something she loved about the storms, the raw unbridled, unforgiving power. The sea and sky seemed to merge and the great vastness of the oceans collapsed to the small area of the ship, there was a single unifying task, sail on.

Prof-Sailor: 1d20 + 9 ⇒ (14) + 9 = 23
Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14

She works hard through her shift and all she want to do is sleep. She pulls a blanket around her to keep warm and rests.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Profession(sailor): 1d20 + 7 ⇒ (5) + 7 = 12
Fortitude: 1d20 + 6 ⇒ (13) + 6 = 19

Working hard, Guillaume is only barely able to properly work the sail in the storm's high winds. As the day draws to a close, he takes a few moments to catch his breath.


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

Tibbs was brought back assure and pulled out from the water, a look of irritation upon Beket's face. "You need to be more careful Tibbs. No need to feed the sharks so soon." The Mwangi man said with a scoff, shaking his head as the rain continued to pelt down onto the deck. As he passed by Guillaume though, the man's face would break slightly into a smirking grin. "Well done Guillaume. Well done." There was little time to celebrate though, Besmara's fury had little patience for anymore tomfoolery upon the deck. The ropes needed to be hauled up on deck.

Fortitude): 1d20 + 5 ⇒ (17) + 5 = 22Prof: Sailor: 1d20 + 8 ⇒ (6) + 8 = 14

Hauling ropes back and forth all through the second shift was beginning to wear on the experienced sailor's nerves, especially with the constant yelling and berating from Master Scourge. The storm's fury was becoming Beket's fury and it was only through the murmurs of encouragement (and calming) from the friends around him that he kept his tongue and focused on the work needed.

1 to 50 of 2,319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ironperenti's Skull & Shackles Gameplay All Messageboards

Want to post a reply? Sign in.