Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


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Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13
Bah. Damn dice.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Profession Sailor: 1d20 + 8 ⇒ (20) + 8 = 28
Gut Check :P: 1d20 ⇒ 11

Apparently Aghon is REALLY good at tying and moving ropes. :) He goes about his work with Conchobhar and Rosie, rather happily, since they were both on his side in the earlier fray. While they work, he tries to influence Cochobhar by building him up to Rosie. Rosie, did you see how Cochobhar never lost his cool in that scrum. Well dressed, unstressed. He is quite the warrior poet.

Diplomacy: 1d20 + 2 ⇒ (10) + 2 = 12


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

geeze, every time i see something that requires a labor check i get really nervous

acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13
con: 1d20 + 1 ⇒ (2) + 1 = 3

craaaap i wasted all my good rolls on those charisma checks

after everything that has happened to Vincent for the past two day's, he feels very tired and somewhat frustrated at being forced onto the ship as a slave essentially. despite this though he still finds time to talk to his companion today.

"hey Jack, you have any idea where they keep the fresh meat's possessions? there was a gift from my father that i want to ask about"

diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5

activateing creative manipulator

diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5

wow what are the odds. whelp


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /
GM Piratey Steve wrote:
Jordan Bain wrote:

"Shipmates is still shipmates," Jordan mutters, just loud enough for Bandana to hear. Standing up slowly, Jordan moves to the injured pirate with moving Syl up onto deck. Meaningfully, Jordan glances around. "Still," he comments, nodding towards Vincent in thanks, "It's good to know who you can count on."

I'm assuming Bandana is Crimson and Syl is longlegs...please let me know if this is incorrect.
You are correct on the names. Am I correct in the belief that you're talking to Crimson and helping him get Syl up on deck?

Yessir, that is the case.

After helping Crimson get Syl on deck, and enduring the silence and stares of breakfast, Jordan begins working in the kitchen, focusing on tidying and organizing the place while Kroop cooks. The two seem to be getting along well, with Jordan trying to get stories out of Kroop about all the places he's been and seen on the seas.

After a while, Jordan goes to visit Grok's store, hoping to reacquire some of his effects.

"Good morning to you," Jordan says to Grok, looking about the area. "And how fair things on this side of the ship? You missed a heckuva good brawl this morning, but you probably would've cleaned the place out before the rest of us would've had a chance to get set."
diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12


The Man's Promise | Ship Actions | Current Battle Map

Jarvis and Culder's attempts at civility are met with little more than grunts from Maheen and Narwhal, the dwarf. Although you've given them no good reason for it (other than a bit of a thrashing in the fight the other pirates started), you sense that the level of hostility these brutes feel toward you is deep and intense.

Aghon tries to make friends with the gnome Conchobhar, but somehow his help in building the fellow up to Rosie irritates the dandy.

"Of course the lovely Rosie saw how impeccably I carried myself against those brutes--she doesn't need to hear your uninspired version of what transpired! I used my superior intellect, charm, and magical acumen to overwhelm their weak-willed minds! Will barbarian brawlers never learn?"

Rosie seems unimpressed by either Conchobhar or his fancy words. "You know the rest of the crew call you Turdlots, right?"

Well, this is going to be fun. With those Diplomacy rolls, each of you should have made your targets one degree more negative toward you...but Maheem and Narwhal are already hostile; even with a bonus I gave him, Aghon managed to piss off the gnome dandy. I'm tracking each character's relationship to NPCs separately, so just because Conchobhar won't be sending Aghon a Christmas card this year doesn't mean everyone else if off his list (yet). We'll see how this plays out; I may have to tinker with the Adjusting NPC Attitudes part of the adventure in the future. Stay tuned.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /
GM Piratey Steve wrote:
Well, this is going to be fun. With those Diplomacy rolls, each of you should have made your targets one degree more negative toward you...but Maheem and Narwhal are already hostile; even with a bonus I gave him, Aghon managed to piss off the gnome dandy. I'm tracking each character's relationship to NPCs separately, so just because Conchobhar won't be sending Aghon a Christmas card this year doesn't mean everyone else if off his list (yet). We'll see how this plays out; I may have to tinker with the Adjusting NPC Attitudes part of the adventure in the future. Stay tuned.

Aw, this is gonna be just like high school all over again ;)


The Man's Promise | Ship Actions | Current Battle Map

So sorry. I was waiting for posts from Vincent and Jordan, not realizing they'd both ninja'd me while I was composing my post for the other three players.

Vincent is run ragged all over the ship. He does the job well, but he's fatigued by the time the dinner bell sounds. His interaction with Jack Scrimshaw is brief--Vincent gets the distinct feeling young Jack wants nothing to do with him, perhaps out of fear that the veterans will decide he's worthy of a pummeling as well--but the fellow at least tells the sorcerer where his gear is: It's in the store of the quartermaster (Cut-Throat Grok), just off the ship's galley.

Jordan has better success chatting up Kroop and Grok. Both have sailed extensively throughout the Shackles, as far west as Shark Island and as far southeast as Eleder in Sargava. When Jordan inquires about his gear, Grok says she can't just give things away...but she might just offer the cook's mate a deal or two, since he's "part of the family now." (By that, you think she means you, Kroops, and her.)

*****************************

The evening meal is again quite decent--but then again, you're only two days out of port.

As the rum ration is poured out and distributed, you notice a lot of whispering between Plugg, Scourge, their lackeys, and even the rest of the Wormwood's crew. Then Scourge raises his cup and says, "'Twas a rough day, ta be sure, but let's all let bygones be bygones. Let's drink a toast: To rum an' riches!"

Everyone drinking their rum ration? It doesn't take a Perception check to tell you're all being watched closely this evening (but roll one anyways).

Perception Result 16+:

You overhear a few whispered words along the lines of "Make sure the new meat drinks their rum."

Once the rum ration's been dealt with, you get to take your Nighttime Action(s).

Nighttime Actions:

NIGHTTIME ACTIONS
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate entertainment (see below)
Entertain: Make one Perform check to entertain the crew (see below)
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

Full details in the document in the Campaign Info tab.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan thanks Grok warmly for being welcomed into the family, and finishes his duties cleaning the kitchen.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Jordan's ears perk up on hearing the whispers of the crew. Instead of drinking, he waits till one Scourge's cronies finishes their mug before swapping drinks.
Sleight of Hand: 1d20 + 3 ⇒ (18) + 3 = 21


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis looks to his cups and says a silent prayer to himself. This vile swill'll likely do me in. I have to see if I can't rid myself of it.

He looks around the others and notices that Scourge is talking to the others. Try hard as he might, he can't quite figure out what they are saying.

With a slight effort, he attempts to dispose of the rum without consuming it.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

D'oh, forgot his stealth check to try dumping it
Stealth: 1d20 + 2 ⇒ (20) + 2 = 22


The Man's Promise | Ship Actions | Current Battle Map

Somehow, despite the close scrutiny of Scourge and the crew, both Jordan and Jarvis manage to dump or switch out their rum rations during the few moments when no eyes are upon them.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Once again Aghon takes the small amount of free time to find his quiet place in the stern hold by his bunk to kneel in prayer to Hanspur asking for the same spells as the previous day. When he finally arrives topside he looks around to survey the scene.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Knowing he's being watched, but also not wanting to drink the tainted rum, Aghon tries to find as out-of-the-way a corner of the deck as he can, and casts his purification spell on both the food and drink.

Stealth: 1d20 ⇒ 15

Once he's sure the food and beverage are clean, he eats and drinks without hiding it.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

ok lets see if the dice are against me today

despite how tired he is, Vincent is not a man who ignores what happens around him, and is pretty interested in what his new crew mates are saying behind his back

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

...this is quite the turn from the beginning i do believe. the rng is trying to get me in trouble now

vincent shrugs his shoulders "they're probably just spreading rumors about the fight this morning" and then looks back down at his food and drink and looking at the rum, still somewhat below his preferred cleanliness. is that a tooth floating around in there? he sighs and puts the cup down, closing his eyes and hovering his hand above his cup he cast's Prestidigitation, little lightning bolts shoot from his hand and strike the liquid in the cup causing the dirt and the grime in the drink to separate from the liquid. after being satisfied with the drink he brings it too his lips, and then a single thought runs through his head causing him to hesitate, the runs pressing eagerly against his lips. what did that cleric say about cleansing tainted rum? with an air of of calmness he casually puts the drink down and begins eating instead. it makes sense if they are tainting the rum, maybe to make us easier to control, maybe to soften us up before another beating. i should probably just get rid of this for now and then ask giffer or someone if they are doing something to the rum

here's hoping
stealth: 1d20 - 1 ⇒ (11) - 1 = 10

well at least its not a 1, ok dm give me the beating that rng believes i need


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder huffs and shakes his head at the thought of drinking the tainted rum again. But, never one to back down first he watches everyone else drink theirs then steels himself and drains the glass.

I'll actually use a round of rage just to boost my Fort save slightly...
Fort: 1d20 + 7 ⇒ (8) + 7 = 15


The Man's Promise | Ship Actions | Current Battle Map

Although Jordan and Jarvis (as well as Sandara, Rosie, and Conchobhar) manage to avoid consuming any of the rum, Vincent is not so lucky: Aretta Bansion catches him in the act of dumping his ration and blows the whistle on the sorcerer who spurned her offer of an alliance. In an instant, Maheem and his tall ladyfriend surround Vincent while Scourge makes his way through the crew to see what all the fuss is about.

"Spilt his rum out, eh?" Scourge asks, getting several affirmatives from his lackeys. "That be a slap in the face to our fine Cap'n who pays fer the stuff to keep his crew happy an' sated! Tie him to the whippin' post! Six lashes for a first offense, ye ingrate! Six with the cap'n's daughter if ye dare try it again!"

Meanwhile, Culder again risks ingesting the rum ration. He feels pretty good for a while, but soon tires and feels a lingering pain in his stomach as the night goes on. Jape, who's watching Aghon, doesn't know what the deal is with Aghon's pre-meal spellcasting/blessing, and the priest gets away with detoxifying his rum ration...this time, at least.

Culder Only:

The rum gives a 1d4 alchemical bonus to Charisma for the rest of the night but leaves you fatigued for 3 hours. You also take 2 points of Constitution damage (1 point of which will wear off after the night's rest). You've got 1 lingering point of damage from the previous night, though, so you'll still be at -2 Con in the morning and suffer a -1 penalty to Fort saves and your hp total until the damage is removed.
This system is altered a bit from the one in the module to make it less deadly.

Secret GM Rolls:

Sandara Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Rosie Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Conchobhar Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Culder Alchemical Cha Bonus: 1d4 ⇒ 2
Culder Fatigue Hours: 1d8 ⇒ 3
Culder Con Damage: 1d3 ⇒ 3
Who: 1d8 ⇒ 2

Vincent: Will you accept your punishment or try to fight it?

Others: Once Vincent's 'indiscretion' is dealt with, we'll move to the Nighttime Ship Actions for each of you.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

Vincent looks back and forth between scourge and his cup and Aretta, making sure studer he say's "I-I'm sorry, I didn't mean anything bad b it. I-It's just that I didn't want to upset the captain by blowing up in the lower decks and sinking the ship. s-see, unlike a wizard my magic is apart of m-my body, it's like how g-gnomes always know how to do some magic. with that sparks of lightning begin jumping around his body, a small side effect of prestidigitation, he draws himself inward looking fearful, like an animal backed into a corner A-And the last time I had a drink I-I accidentally called down a lightning bolt on the tavern I was sleeping in. i-it set the building on fire and killed 5 people. I-I've a-avoided drinking since then. please I will gladly drink water, you can give my rum to any of the other crew members" he says gesturing to Aretta "I'm sure anyone else here would love a double ration of rum, I was just trying to keep everyone on the ship safe"

please tell me that this is a bluff check


The Man's Promise | Ship Actions | Current Battle Map

Aye, it's a bluff...though probably not the most believable one. Roll it.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

granted but im banking on the fact that they know nothing abou me and magic as well

bluff: 1d20 + 8 ⇒ (16) + 8 = 24

ayeeeeeeee I'm rolling in charm again


The Man's Promise | Ship Actions | Current Battle Map

Mr. Plugg looks uncertainly at Master Scourge and Scourge returns the look twofold. The cruel men huddle up for a while and then Scourge addresses the sorcerer.

"Discipline's put off 'til I can have a long word with the ship's Lady Mage," he announces. "If I find out ye're lyin' through yer teeth, I'll personally make sure the lashin's a double tomorrow night!"

"But we can't have a Bloody Hour with no one gettin' a whippin', now can we? Bring the swabs named Aghon an' Turdlots to the whippin' post! Three lashes each for usin' aggressive magic 'gainst their peers!"

Secret GM Rolls:

Plugg Sense Motive (Aid Another): 1d20 + 2 ⇒ (7) + 2 = 9
Scourge Sense Motive: 1d20 + 6 ⇒ (2) + 6 = 8
Bluff Modifiers: -10 far-fetched lie; +2 for lightning display; +2 for playing upon Plugg/Scourge ignorance of magic.

Aghon's turn: Accepting the punishment or trying to fight or avoid it?


The Man's Promise | Ship Actions | Current Battle Map

Since the gnome dandy is small and relatively weak, he's seized first and tied to the mainmast. Scourge takes great relish in striking him three times with his whip (13 nonlethal damage).

Secret GM Rolls:

Scourge Whip: 1d20 + 6 ⇒ (13) + 6 = 19 for nonlethal damage: 1d3 + 2 ⇒ (2) + 2 = 4
Scourge Whip: 1d20 + 6 ⇒ (5) + 6 = 11 for nonlethal damage: 1d3 + 2 ⇒ (3) + 2 = 5
Scourge Whip: 1d20 + 6 ⇒ (8) + 6 = 14 for nonlethal damage: 1d3 + 2 ⇒ (2) + 2 = 4


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

While all this is going on, Jordan sidles up to Sandara. "Seems as though we should be thanking you, for at least trying to stop the fight earlier." he says. "But it sounded like you got a little tied up on your way down yourself."


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Not only does Aghon not avoid the punishment, smiling and giving Aretta a wink, he pulls off his own shirt, and wraps his hands around the whipping post willingly. As soon as the lashing is over, Aghon, still at the whipping post, and still shirtless, calls down Hanspur's healing blessing on himself and everyone within thirty feet.
Nothing like a good lashing to set a man's mind right for sleeping.

Channel Energy: 1d6 + 1 ⇒ (5) + 1 = 6

After the lashing is over Aghon goes swiftly to his hammock, and again casts dream feast before laying back and closing his eyes.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder is waiting below deck for Aghon when he arrives. "Th'rum's rottin' me gut," he confesses, "I felt sick since las' nigh' 'n' it's gettin' worse 'stead o' better. Anythin' ye can do t'help?"


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Yes, in fact. The rum is poisoned with something. I've been purifying both my food and drink before I consume them. They've been watching me closely, but, tomorrow, if I can get a good distraction, I can purify the rum for all of us. You'll have to wait until after my evening prayers. Then, if you can get all of our allies to gather around me and provide some cover and a bit of distraction, I'll cleanse the tainted rum. For now, hopefully this helps ease any pain. Aghon says and then channels more healing energy to help ease Culder's pains.

Channel Energy: 1d6 + 1 ⇒ (6) + 1 = 7


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis makes his way belowdecks after Aghon. Seeing him channel energy into Culder, he smiles slightly before heading back to set up his hammock. Have a good night gents, hopefully tomorrow brings a happier day for all of us. With a wink, he scampers into the hammock and throws an arm over his eyes, feigning sleep for at least a little while.


The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:
While all this is going on, Jordan sidles up to Sandara. "Seems as though we should be thanking you, for at least trying to stop the fight earlier." he says. "But it sounded like you got a little tied up on your way down yourself."

There's fire in Red's eyes, but it lessens as she looks your way.

"Aye, I shoulda known better than to trust Scourge. His 'emergency' was for me to heal up Maheen's hand that your big friend bloodied last night. He kept me up on deck so I wouldn't be able to intervene or heal up any o' the new blood. Though he wants a healer under his control, I think he's finally beginnin' to realize how much I hate his yellow guts."

********************************
Aghon takes his punishment defiantly, but his healing channel heals up only about half the damage (which was 13 nonlethal). Scourge and his lackeys sneer and scowl at the cleric's bravado; other members of the crew look on with interest.

When Aghon tries to heal Culder, he doesn't really fix the big man but heals the rest of his whip damage.

********************************

Secret GM Rolls:

Scourge Whip: 1d20 + 6 ⇒ (3) + 6 = 9 for nonlethal damage: 1d3 + 2 ⇒ (2) + 2 = 4
Scourge Whip: 1d20 + 6 ⇒ (18) + 6 = 24 for nonlethal damage: 1d3 + 2 ⇒ (1) + 2 = 3
Scourge Whip: 1d20 + 6 ⇒ (17) + 6 = 23 for nonlethal damage: 1d3 + 2 ⇒ (3) + 2 = 5

Another post incoming in a few minutes...gotta check something first.


The Man's Promise | Ship Actions | Current Battle Map

As it turns out, you folks aren't the only ones to call it an early night. A young swab--who introduces himself as Jack Scrimshaw--is worn out from his day as a message runner and has settled in a hammock not far from the stern...likely an indication he's one of the crew's junior members. Also present is Bandana Man--who now takes a moment to introduce himself as Cogward (though most folks call him Crimson or Cog). He's exhausted from a second straight day working the bilges.

"No hard feelings from this morning, I hope," he says, though his clenched fists seem to indicate he'll fight all of you if it comes to it. He sets up his hammock and tries to feign sleeping, but when the rum ration is mentioned, he sits up.

To Aghon, he says, "You mentioned the rum was tainted when you recruited the sorcerer to your side during the fight. Of course, that got reported to Scourge--'twas why everyone was watching you like hawks when it got passed 'round. But...the stuff's kicking my arse. Do you know what the hell they put in it?"


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"Well, we're grateful for your attempts to help. After all, its the thought that counts, right?" Chatting with Sandara for a few more minutes, Jordan acts as though he'll be heading for a nap as well, but decides instead to pick up a knife from the kitchen on his way by. Not a big knife, or one that looks like it'll be missed, but a thin knife nonetheless.
Sleight of Hand: 1d20 + 3 ⇒ (12) + 3 = 15

Instead of going to sleep, Jordan heads towards the lockers, trying to find the one that belongs to the pirate known as "Dusky." Taking out his improvised tool, he begins trying to jimmy the locker open while staying quiet and unnoticed

Disable Device: 1d20 + 7 ⇒ (9) + 7 = 16
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21


The Man's Promise | Ship Actions | Current Battle Map

@Jordan (and everyone): You were likely within range of one or both of Aghon's positive energy channelings; adjust hp accordingly.

@Jordan: We'll assume you saw which locker was Maheem/Dusky's for convenience, since you'd be able to spy that out easily enough.

Jordan's friends may be able to notice him breaking into the locker (make Perception checks DC 24ish for distance, if you'd like) but neither Jack nor Crimson notices what's happening nearby in the lower hold.

In the dim light of a hanging lantern, Jordan peers at the pirate's meager belongings: a pouch containing 11 gp, a slightly tarnished silver ring, a bedroll, and a scrap of paper with the following scrawled on it: "Rem Dis 150+ gold."

Secret GM Rolls:

Jack Perception: 1d20 ⇒ 12
Crimson Perception: 1d20 + 4 ⇒ (10) + 4 = 14


The Man's Promise | Ship Actions | Current Battle Map

Oops...meant to add that you guys can take any further Nighttime Actions now if you'd like. Otherwise, let me know and we can move on to Day 3.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder lays down early to try to sleep off the poison.

I believe that if Aghon (or someone) is willing to give up their night time action they could provide longterm care (DC 15 heal check, could take 10) and I'd recover 2 Con instead of 1...


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Disable Device: 1d20 + 7 ⇒ (12) + 7 = 19

Moving further into the shadows of the waning evening, Jordan begins working on what he assumes is Aretta's locker. Taking a glance towards his talking companions, he is prepared to make any motion necessary to get them to either ignore him, or to continue to distract Jack and Crimson.


The Man's Promise | Ship Actions | Current Battle Map

Jordan speedily and almost silently pops the other lock. Aretta's locker contains 15 gp in assorted coin and a glass vial containing a bubbling liquid.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

vincent tired from a long day, and the possibility of being whipped into unconsciousness, sit's down and just rest's for a minute. sighing to himself he thinks "right, no time to rest, time to talk to some of my friends, and see what they can tell me about the drinks" with that he get up and looks for a place where people will be less likely to run into him, then sit's cross legged, closes his eyes and breathes in deeply, as he exhales a small could of fog leaves him, and soon fog begins to drift from his mouth and nose.

im now reaching out to the ghost's and making a knowledge alchemy check to see what the rum is tainted with and it's affect on the body

knowledge alchemy: 1d20 + 2 ⇒ (14) + 2 = 16


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan looks thoughtfully at the glass vial, and thinks for a moment. Memorizing the words on the parchment, he slips the contents of Maheem's locker into Aretta's, deciding instead to pocket the vial.

Closing the lockers quietly, Jordan heads over to the group. Upon seeing Aghon, he pulls the cleric aside and asks "Can you tell me what this is?". With barely a whisper of sound, Aghon will find the vial in his palm.

Sleight of hand: 1d20 + 7 ⇒ (20) + 7 = 27 Don't want Jack or Crimson seeing

"You'll want to figure out what it is before dawn, I'm thinking," Jordan says with a wink. "But if it can help you or Culder or someone tonight, use it and get rid of the bottle. If not, wake me, and I'll take care of it."

Before going to sleep, Jordan will acknowledge others, including giving Crimson and Jack a pat on the back for how they handled themselves earlier, to show no ill will. As he walks past Culder, Jarvis, and Aghon, he asks about the phrase 'Rem Dis,' to see if theory have any idea about what it could mean. Finally reaching Vincent, Jordan stops and thanks him for his help, and also asks him about the phrase.

Finally, Jordan sleeps.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None
Cog wrote:
"You mentioned the rum was tainted when you recruited the sorcerer to your side during the fight. Of course, that got reported to Scourge--'twas why everyone was watching you like hawks when it got passed 'round. But...the stuff's kicking my arse. Do you know what the hell they put in it?"

I don't know what it is, but I know it's poison, maybe only a watered down poison, but poison nonetheless. So far I've been lucky enough to be able to purify it without getting caught. I'm guessing if I'm going to purify myself and others' it's going to take a fairly decent distraction, maybe like you and Culder "fighting" each other? I can see it's taking its toll on both of you. Why don't you both set up bunk near me tonight and I'll do my best to try and get you back on your feet with some curative tricks I know.

LTC Heal Check: 1d20 + 8 ⇒ (2) + 8 = 10
Con Check: 1d20 ⇒ 20

Well the LTC check failed (even more so if he had to improvise the supplies [-4], so no dice (ha! see what I did there?) there. Thankfully Aghon nailed the dismount on the Con check. Sorry Culder and Cog!!! Hopefully purifying the rum from now on will help get everyone back on track. Also Aghon would have expended his Dream Feast spell at some point while grabbing a couple hours of sleep in the night.

Aghon does his best to tend to Cog and Culder while still grabbing some shuteye on occasion throughout the night, but unfortunately does not see a significant improvement in either of their conditions.
Sorry lads, I tried my best. Just remember to wait for me, or you can wait with me if you want, to say my evening prayers. Then we'll need a distraction so I can purify everyone's rum. Hanspur's blessings on your days.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Woops, didn't see Jordan's post. I'll address that.

Aghon barely notices Jordan put the vial in his hand because of his ridiculous stealthiness. After talking to Culder and Cog he casts Detect Magic on the vial concentrating fully on it read three rounds.

Spellcraft Check if that helps: 1d20 + 5 ⇒ (8) + 5 = 13

Nope, that didn't help. DC to identify a magic item is 15 + the caster level, so unless the caster had 2 negative levels, Aghon doesn't know squat!


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Just wanted to throw in that there is the possibility of identifying a potion by sampling it and making a DC 15 + Spell level of the potion Perception check. Aghon and others can certainly attempt that check also, if the GM thinks it's okay? Vincent's Alchemy check, as far as I know would be a craft check, and I have seen GM's improvise DCs for alchemical knowledge based off of a craft skill. The book 101 New Skill Uses (which I own) also has some great uses of the alchemy craft skill. :)


The Man's Promise | Ship Actions | Current Battle Map

When Aghon removes the stopper on the glass vial to consider sampling it, the acrid smell coming from its contents makes him reconsider. It's his guess that the item is a vial of acid.

When morning comes, both Culder and Crimson are feeling the effects of the rum ration in their systems (both currently have 2 points of Con damage). Any fatigue (or, in Crimson's case, exhaustion, have passed with the night's rest.

Vincent Only:

The spirits say they've heard tales of potent alcohol that actually functions similar to drugs. They loosen a person's inhibitions for a brief time, often making them more pleasant and likeable; they also tend to tire a person out, especially if they've been doing tough manual labor all day; and lastly, they are addictive and have a negative impact on the drinker's constitution.

Any more actions for Night 2?


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

After smelling the acrid smell and thinking the vial is full of acid, Aghon hands it immediately back to Jordan. Here, I don't have any use for acid, maybe you can find a use for it.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Taking the vial back, Jordan acts as though going to sleep, but slips into the shadows. Moving again towards the lockers, he goes to the trickiest looking lock and pours the contents of the vial over it.

Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

Giving the lock a bit of time to cool, Jordan quietly opens the locker, and peers at what's inside.


The Man's Promise | Ship Actions | Current Battle Map

Jordan's efforts net him...very little. In a small coin pouch he finds silver and copper coins that add up to a mere 1 gp. The locker also contains a silver ring similar to the one found in Maheem's locker and a couple of pieces of rough, black stone.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan is a little confused. Given the circumstances, it seems strange that such a well protected locker would have...well...so little in it. Shrugging it aside, and not wanting to have a fruitless night, he places the silver and copper pieces into Aretta's locker as well, hoping it'll be easier to get into this time.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Disable Device: 1d20 + 7 ⇒ (17) + 7 = 24

Looking at the ring, he decides to set that in Aretta's locker as well, instead relieving her of 5 gold pieces. He also slips one of the pieces of the black stone into his pocket to take a look at later, and places the rest of the stone in Aretta's locker as well.

Satisfied with this night's work, Jordan closes the lockers and retires to a well earned rest.
CON save: 1d20 + 1 ⇒ (13) + 1 = 14

Well, this has been a productive evening! Do I know whose locker that was, perchance?


The Man's Promise | Ship Actions | Current Battle Map

As the night deepens, other crew members climb down into the hold and retire to their hammocks. Neither Maheem nor Aretta go to their respective lockers before retiring, and neither does the owner of the one whose lock Jordan destroyed with the acid.

It looks like any potential fireworks from Jordan's skullduggery will have to wait until morning.

Secret GM Rolls:

M Locker: 1d100 ⇒ 45When: 1d20 ⇒ 4
A Locker: 1d100 ⇒ 57When: 1d20 ⇒ 15
? Locker: 1d100 ⇒ 40When: 1d20 ⇒ 20


The Man's Promise | Ship Actions | Current Battle Map

DAY 3:Wormwood Lower Deck

The next morning, several pirates discover their locker contents have been stolen. The rat-faced halfling rigger howls that his expensive lock has been destroyed and his belongings taken. Maheem's stuff is gone, too. Aretta says that a vial of acid is missing from her locker...which immediately makes her the prime suspect in the break-in of Ratty's locker. The uproar gets louder when most of the stolen loot is discovered in Aretta's locker.

Aretta starts blurting out her alibi and says it must've been one of the "new blood," but Crimson comes to their defense, saying that he was in his hammock early and chatted a bit with Culder, Jarvis, and Aghon: Never once did he see them near the lockers. That statement makes him a suspect or accomplice, at least in Aretta's eyes. Not wanting to get disciplined for being late on deck, the squabbling pirates decide to hold their quarrels until a later time.

After breakfast, Plugg and Scourge give the riggers and swabs their daily tasks; Jordan heads to the galley to await the runner who'll bring the captain's orders for the cook and his assistant.

Culder Only:

Day 3 Job: 1d6 ⇒ 6
Day #3 Job: Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Workers (1): Maheem.

Jarvis Only:

Day 3 Job: 1d6 ⇒ 1
Day #3 Job: Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up (Good Weather--NOT required), followed by a DC 10 Profession (sailor) or Dexterity check.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Worker: The dwarf, Tam "Narwhal" Tate.

Aghon Only:

Day 3 Job: 1d6 ⇒ 1
Day #3 Job: Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Workers (4): Crimson (who treats you a lot better without most of the veteran pirates around); Maheem's woman (Shivikah, who, despite her tall, muscled body seems unusually frail); a half-elf woman whose gray hair is shaved in rows (called "Badger"); and the half-orc Jape (who doesn't make a sound the whole day and must be a mute).

Vincent Only:

Day 3 Job: 1d6 ⇒ 3
Day #3 Job: Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Worker (1): A very pissed-off Aretta Bansion.

Jordan Only:

Day 3 Job: 1d6 ⇒ 3
Day #3 Job: Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day (Swab Task). Kroop is NOT drunk today.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Workers: Ambrose Kroop


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

what a joyous day, my luck isn't running high but this might be worth it, im going to influence things today

ok, after resting from the day before and getting over his fatigue, vincent get's straight to work, concocting what lies he might have to come up with to avoid trouble again today.

str: 1d20 - 1 ⇒ (14) - 1 = 13
con: 1d20 + 1 ⇒ (7) + 1 = 8

oh come on

now for my angry friend

after what vincent would considers to be a reasonable amount of time of enduring dirty looks and maybe snide comments he just gives her a very confused look, not an offended look, just one that show's he doesn't know why she's angry "are you mad at me?"

dip: 1d20 + 4 ⇒ (1) + 4 = 5

ok creative manipulator better not let me down this time

dip: 1d20 + 4 ⇒ (4) + 4 = 8

... well its not another one


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

profession(sailor): 1d20 + 5 ⇒ (16) + 5 = 21
Con check: 1d20 + 1 ⇒ (1) + 1 = 2 well, at least I would have failed even without the Con damage...

Culder accomplishes his assigned duties with remarkable skill, as usual, but the labor leaves him fatigued by the end of the day. While he works he does what he can to get some info out of Maheem or those passing across the deck.

can I make a diplomacy check to gather info instead of influence? If so, I'll try to learn anything I can about the drugs in the rum; if not you can use this as an influence check with Maheem.
diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4 <smh>


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Seeing the commotion caused is very rewarding for Jordan, especially after the bullies tried to take him down. Satisfied with his evening's work, he decides to lay low for the morning and focus on his work, hoping to keep himself under the radar and let the other pirates fight each other over who stole what.

Survival: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10

The work is hard, and Jordan would rather be fishing with a rod and reel, but he's grateful for the chance to get out of the cabin and into the sun for a change.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis, dejected at being in the rigging again with the ugly-tempered dwarf, just buckles down to his work, trying to make it through another day.

Sailoring diligently: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20

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