Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


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The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:
ah. In that case, when I have a moment, I will diplomance someone else. Please let me know if you need me to reroll.

You can keep the roll or re-roll...whichever you choose.


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

Cast Diplomancy: 1d20 + 2 ⇒ (20) + 2 = 22


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

Day 11: The Wormwood

When Jarvis pitches a bit of woo at Rosie on Ratline's behalf, the muscular but pretty brawler's face scrunches up in distaste. "That Ratline...he's creepy. Giffer says he's a wererat an' he sure looks the part to me," Rosie replies. "I'm not interested. In him." She crosses her ankles and puts both arms behind her back, swaying just a bit. The look on her face seems to indicate she's waiting to hear if maybe you have something else to say or ask.

Jarvis Only: Sense Motive result 7+:

You get the feeling that Rosie's interested in you. Big time.

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

Barefoot blushes a bit and wiggles her toes when Culder calls her pretty. Making sure that Ratline's out of earshot, she opens up a little bit.

"Ain't lots of friendly folk amongst the riggers--leastways there weren't until you an' lil Tar-Toes were brought on board. Ratline's a decent fella if you can get past his looks, and Syl can be charming when she's in a good mood...but that ain't very often. Crazy an' cunning as a chupacabra, she is. And as dangerous as well." Samms is happy to have someone new to dine with for a change and seems genuinely pleased that you've offered to have her back, saying that she'll do the same for you and Jarvis.

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

When Aghon arrives at Grok's store, the half-orc dutifully gives him back the coin he had when pressganged, but when he asks about his carpentry tools, Grok gives him a scowl: It's obvious she's still suspicious and resentful about Aghon's possible role in the Great Rum Neutralization Scandal.

"Tell ye what," she says to the cleric, "since Banner says ye're a good egg...in spite o' what I've seen with me own eyes on occasion...I'll give ye back yer tools. But I'm also gonna have a word with ol' Stitchman--he be the ship's surgeon an' carpenter, though there ain't been much fer him to do since we took on ye two scoundrelly clerics, ye an' that good-fer-nuthin' Red--where was I? Um...Stitchman! I'll have a word with him an' see if he'd be interested in takin' on an apprentice. Might keep you outta trouble."

Grok hands Aghon his tools. "Don't make me regret this or I'll make ye regret it, iff'n ye catches me meanin'."

Will get to Vincent once he posts his Diplomacy check.


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

Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25


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, usually a right crack at reading a crowd, is still a little groggy in the head from his somewhat harrowing climbs up the rope.

I understand. I'll just keep this chat to ourselves then. I've heard that, about him maybe being a wererat. Not sure I've ever met one, or even heard much tale of one in all my time on the waves. Looking at her swaying reaction, and the emphasis on her words, Jarvis cocks an eyebrow. Not interested in Ratline, specifically? Is there someone ELSE on board you ARE interested in, then? Is it Conchobar?! He prattles on, oblivious to any tone or insinuation she may have had.

Sense Motive: 1d20 ⇒ 2


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

Day 11: The Wormwood

Rosie rolls her eyes and lets out a sigh that contains a few curse words. "No, not interested in Conchobhar," she growls tersely. Her face brightens, though, when she adds, "Though I do like his pretty-talkin' an' his stylish sense of fashion." Her face grows grim again as she threatens, "Don't tell him that if ya know what's good for ya!"

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

Vincent believes Grok may have already had a bit to drink. But that's good, as she seems to be in a good mood. But it's also bad, as it seems to have affected her Don't-Hurt-People's-Feelings Filter.

"G'day, Vinnie!" she says with a wide grin. "I heard ye did a top-notch job o' launderin' yer clothes in the sea this mornin'! Haw-haw-haw!"

After turning over his confiscated coins, Grok considers his other requests. Shaking her head, she tells the sorcerer Scourge would probably frown on her giving any weapons back to the new meat at the moment. "I can probably give ya a deal on yer other supplies, though--stash the papers into the case as an extra added bonus!" She consults another ledger and says she can sell back your ink, scroll case, and parchment for 9 gp.

This is Grok's Standard Operating Procedure: She'll sell back your stuff or other things in her store at regular price. Occasionally, if she's in a good mood, she might offer a small discount or bonus.

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

When Banner stops by and asks for his bow, Grok first returns his coins. Then she fixes him with her best glare (which would be more intimidating if she weren't already blurry-eyed from drinking with Kroop). "Tell me, Banner: Would ye promise not to use it unless the Wormwood was under attack?" Not even waiting for the cook's mate's answer, she sets about doing a quick bit of math on a piece of scrap paper.

"Bad news, Banner--it'd set ye back 37 gold," she says at last. You realize Grok's either really bad at math or just gave you a 50+% discount.


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

Vincent nods as she explains his sickle, "that is a shame, it's the only knife I had for cutting my papers to size" however when she gives him the final price for his scholarly items, he lets go of a slow sigh of relief that he's been holding "well, at least it isn't a hard swindle" he plops a full 10 gp onto the counter "my lady you are not only strong and beautiful, but you have a generous heart to match. If you need any of my assistance at all, for whatever it may be, please do not hesitate to ask"


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

Taking a moment, Jordan counts out his gold to see what he has. "...Well, at the moment I'm still short about 16 coin," he says, pocketing the coins. "So that won't be a worry, but when I get it back, aye, Grok. Ye'll not catch me using that bow unless there's a need for it, and a need aside from my own grievances."

Taking a look around the store, Jordan adds "I'll be back for the bow when I've got the coin. I swear I'll be the most feared archer ever to walk the Wormwood's deck." Thanking Grok for her time, Jordan heads back out onto deck to go about his duties.

***

At some point, Jordan stops to talk to Scrimshaw. "Wanted to thank you for your help with the rats," he says. "You handled yourself pretty good, even after the thing bit you."
Using that diplomacy roll


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

Day 11: The Wormwood

Jordan finds quiet Jack Scrimshaw to be one of the most kind and decent people on the ship, and he quickly befriends the young part-time sculptor.

Culder & Jordan notes in the Campaign Info tab updated.
I believe we're ready to move on to Night 11; if anyone's still got stuff they need to do before sundown, spoiler it.

Night 11: Bloody Hour & Beyond

Scourge waits until all the riggers and swabbies are gathered on deck, craning his neck this way and that before deciding it's time to make his daily pronouncement of punishments due.

"Good work today, lads an' lasses...fer the most part...the exception bein' most o' the new meat on their boardin' exercise. I'm s'pposed to hand out 6 rope bashes to each lubber what failed the climb, but I've no intention of tirin' out me arm on such a useless band o' sluggards. I hear from a respected source* that there was some shenanigans that took place durin' a climb--blantant favoritism, as it were. Barefoot an' Ratline--step forward! Fer yer throwin' o' a fair an' impartial test o' skill an' competence, I hereby sentence each o' ye to the six rope-bashes originally owed to those who flunked!"

Fipps and Jape grab Barefoot and tie her wrists to ropes dangling from the mainmast's whipping pole.

* Perception Result 5+:

The half-orc Jape grins broadly and nods in Scourge's direction.

If anyone wants to try to intervene, feel free; the results if you choose not to are spoilered below. Then it's on to Night 11's Nighttime Action(s). Those who earned Influence bonuses still have those active.

Rope Bash Results:

Even though Barefoot's unconscious after the fifth bash, Scourge nevertheless delivers the sixth with relish. Ratline fares slightly better: Scourge is so worked up that he actually misses the smaller target with a couple of swings. Still, the ugly halfling's barely able to walk away after the beating. Those near Giffer Tibbs hear her say aloud, "Huh--maybe he's not a wererat after all...."

Secret GM Rolls:

Barefoot's Punishment
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 for nonlethal damage: 1 + 2 = 3
Ratline's Punishment
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11 for nonlethal damage: 1 + 2 = 3
Scourge Rope Bash: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4 for nonlethal damage: 1 + 2 = 3


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

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
It's pretty obvious what's going on to Jordan, but with the trouble he's recently caused, he decides to keep quiet, Jape's issues over his long overdue bath be hanged.

I'll wait to see if anyone else intervenes before making night time actions.


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

gods be dammed... I ought 'o start swingin' an' get her down... she's gettin' it 'cause Scourge be mad me an' Jarvis cost him his bet... this ain't the time for losin' control though, I got to play this slow if I'm to get what's mine outta Scourge's hide... 'Sides, whippings're part o' sea life, I had my share...

Culder clenches his fists and quietly grits his teeth as he watches his new friend get beat. When Scourge finishes with her, the hulking man picks her up without a word and carries her to Aghon. "She be with us now," he quietly informs the healer, "do me a fav'r 'n' heal her would ye?"


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

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Even without his incredible deference, respect, and admiration for Culder, Aghon would not have let the wounds inflicted sit idly. He immediately calls upon Hanspur to flood the deck with his healing grace. Certainly Cap...Ahem, Culder. It is my pleasure. Aghon eyes Scourge warily as he almost referred to his friend as Cap'n again.

Channel Energy: 1d6 + 1 ⇒ (3) + 1 = 4
Noticing the first bout of healing energy doesn't fully complete the healing he summons another burst.
Channel Energy: 1d6 + 1 ⇒ (3) + 1 = 4

There now, that should feel better? Aghon smiles and gives Barefoot a wink.


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

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Jarvis twists a might uncomfortably as the punishments are meted out. I know this isn't the worst punishments I've seen. I just hate to see people takin' a beating because of effectively having a conscience. If I step out, likely Scourge will keelhaul me or worse. I can't stand toe-to-toe with any of his goons.

When Culder picks up Barefoot, Jarvis is satisfied that she'll get the care she needs. He makes his way to Ratline, trying to get as close as he can.

Placing his hand on the other halfling's shoulder, and mutters an incantation quietly under his breath.

Thanks for bein' an upright sort. Hopefully this helps a touch.

CLW: 1d8 + 2 ⇒ (3) + 2 = 5

If someone questions what he's doing:

He's had his punishment. This way, he's at least hale enough to help in the rigging in the morning. If we ever end up coming across another ship, you'll want your riggin' rats all functional to help with the closing activities. 'sall the respite he's getting from me: enough to be useful if we need the line work.


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

Night 11: The Wormwood

Aghon's positive energy channels are enough to heal a decent amount of Barefoot's wounds and bring the rigger back to consciousness. The priest's channels coupled with Jarvis's cure light wounds spell, however, are able to totally heal the damage to Ratline, a fact not lost on Master Scourge.

"...the #%$@??!!" the bosun spits, raising the knotted rope before realizing what a crappy weapon it truly is. Tossing it into the crowd, he takes a step toward Jarvis while reaching for the whip coiled at his belt. "What's the %#^%$in' use o' discipline on this ship when these uppity lil lubbers can say a few prayers or wave a hand an' wash all the discipline away??!! I'm gonna...."

Maheem steps up to Scourge, lays a hand on his shoulder and says, "Ain't worth it. We got bigger fish to fry." He leads the simmering bosun toward the stairs leading down to the middle deck. Shivikah falls in line behind them, giving Jarvis a suspicious and perhaps hateful glare.

As the trio disappears belowdecks, the dwarf "Narwhal" Tate approaches and gruffly says to his punished fellow riggers, "Ye jackasses should know by now what a sore loser Scourge be. Ye both got what ye deserved." Nevertheless, he gives Jarvis and (reluctantly) Aghon almost imperceptible nods of appreciation. Syl Lonegan checks up on her part-time pal Barefoot before thanking Aghon and following Narwhal off to the stew-and-biscuits line.

Culder suddenly gets the sensation of being watched. Turning about, he initially sees nothing out of the ordinary. Then he looks down and beholds Giffer Tibbs, the Lemon-Lime gnome, looking up at him speculatively. "I want to buy your protection," she says, quietly but matter-of-factly. "And I'll pay in services and...information. I saw you put down a trail of food to lure down the parrot, and I saw Scourge and his goons kick away the trail every chance they could. I can get the parrot for you--I'm a gnome." Realizing that maybe a little more explanation is needed, she adds, "And I can talk with animals. Interested in working out a deal?"

Sense Motive (8+ for Jarvis; 13+ for the others):

Maheem may have actually stepped in more to protect Jarvis from Scourge than to have a private talk with the bosun.

Secret GM Rolls:

Something: 1d20 - 1 ⇒ (7) - 1 = 6

And unless you guys want to pursue this any further, we're on to Nighttime Actions.


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

Oops! I should probably give Aghon and Jarvis a +2 bonus if they choose to Influence a rigger with their Nighttime Action.


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

"I din' know gnomes coul' do that.." Culder answers, raising an eyebrow, "what kinda 'rangemen' ye lookin' fer? I always be lookin' fer friends but I made a deal t'try 'n' keep outta trouble..."


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

Night 11: The Wormwood

"Well, not all of us can talk to critters, but a good many can--a bit of innate magic from the First World," Giffer says. "I'm not lookin' for trouble either, but...I'm not big and strong like you and I don't have any real friends on this boat. I'd just like someone to have my back. I usually just do whatever job Scourge assigns me and mind my own business, but sometime my body's not up to the task. I fell asleep twice at my post during the storm, and now Scourge wants to give me dozens of lashes just cuz I can't carry the same load you big folk can. I think I'm safe for now--I made a deal with that devil but think we're square now--but I might need help in the future. So if you or one of your friends could watch my back, maybe cast a magic spell to heal or bolster me--that kind of thing--I'll do my best to get Gruft's batty ol' bird for you and pass along anything of interest I might pick up, such as...."

Culder Only:

"Scourge offered to commute my owed lashes if I used my powers to talk with some of the common rats sneakin' about the Wormwood and ask if they knew where our ratling stowaway lairs or could at least carry a note to it. I did my part and Tilly was charged to be the go-between/negotiator, since Scourge and Plugg are both such ^#%$&@s. The thing apparently used magic to attack poor Tilly instead, but make no mistake, Plugg and Scourge are trying to recruit the thing to act as spy on the rest of the crew. None of us will be safe if they succeed."


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

"Well now, that do be somethin' o' in'rest..." Culder answers as thoughtfully as he's capable of, "lis'en, me 'n' Barefoot're frien's 'n' ye seen me let her take her bashes t'day... I can' step in e'ery time ye got discipline comin', but iffin ye got me back, 'n' me friends' backs, then we'll do whate'er we can fer ye."

"'Bout th'parrot though, I don' wan' it fer me self... Scourge keeps ol' Owlbear lock't up by th'stairs like a watchdog. Guys' lonely. See iffin ye can' get th'bird t'keep him comp'ny."

"Oh, 'n' where be the ratlin'?"


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

Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20

Friends of enemies and enemies of friends, this ship gets stranger and stranger by the day.


The Man's Promise | Ship Actions | Current Battle Map
Culder 'the Captain' Hargraves wrote:


"Oh, 'n' where be the ratlin'?"

"The rat I chatted with says it moves around but generally likes to stay near the bilges, in a hollow behind the wall where they bolted the sets of manacles to make a brig," Giffer says. "That's where Tilly tried to meet with it after my rat chum delivered the message."

Note: Anyone who chats with Tilly during the night can read Culder's spoiler above; the bard would tell a similar story, only from her point of view.


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

"Any chance yer rat pal could get it ou' in th'open?"


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

After dinner, Jordan sidles over to Tilly to ask if she was alright. "Your screams gave us quite a fright earlier," he says. "Is everything alright?"

is the only gambling game the tossing of the pigskin?


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

Giffer blushes and replies, "Not likely--the rats are sort of scared of it. It's kind of...randy; it tries to mate with almost any lady rat it sees."


The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:


is the only gambling game the tossing of the pigskin?

Nope--there are card and dice games going on most nights. Plus that arm-wrestling thing that Culder tried out early on.


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

I suspect nobody wants to play that game with me anymore...

"Tha's a second in'eres'in' thing there..." Culder replies staring off at nothing, "thanks, Giffer. Lemme know how it goes with th'bird."

The big man gives Giffer a friendly pat on the back before walking off. At dinner he makes sure Barefoot has at seat at their table, and gets her food without trouble. And, he leaves room for Giffer if she chooses to join them. While the room is loud with the noise of eating, he leans in close to Jarvis and Jordan and quietly asks "There any real chance o' Badger bein' a wererat?"


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

"Stab her with a silver spoon and see if it burns?" Jordan asks. "Can't say I've dealt with wererats before, so I'm not sure what you'd have to look for."[b] Jordan mulls it over and adds [b]"You might want to ask Aghon or the wet wizard. They might have a bit more experience with such things."

Looking towards one of the card games, Jordan jingles some of the coin in his pocket. "If you'll excuse me, I'm going to go see if I can hurry up the returning of my bow."


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

Off the top of m'head, I can't rightly say I've seen anything that'd say Badger was a wererat. It maynot be a bad plan to have some silver or summat on hand if she is.

Dice:

Sense Motive: 1d20 ⇒ 3
Knowledge(Local): 1d20 + 2 ⇒ (7) + 2 = 9


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

Aghon, exhausted from his many falls into the drink, and his many run-ins with thrown ship's garbage, kneels next to his hammock to say prayers, and then promptly falls into the rope bed for shut-eye.
Nighty-night all.


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

"Where be Vincen'?" Culder inquires of his co-conspirators, "he's in with Badger, ain' he?"


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

Please label and spoiler any further Night 11 stuff.

Day 12: The Wormwood’s Main Deck

A humid night of restless sleep turns into a hot and humid morning that promises to get hotter and more miserable the more the sun rises in the clear blue sky. The low quality of Fishgut’s sunrise surprise breakfast mix and the weevilly biscuits served with it have more than a few pirates grumbling right out of the gate: tempers may flare up along with the rising heat of the day. Plugg assigns many of his riggers to work the sails, hoping to catch the few zephyrs present in this stretch of ocean.

You’re in the start of a heat wave; tasks strenuous enough to require a Constitution check to avoid fatigue are now at +2 to their DC.

Culder Only:

Day #12 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 (NOT needed; good weather), 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 or Constitution check.
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: None—peace and quiet.

Jarvis Only:

Day #12 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 12 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 or Constitution check.
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 (3): “Ratline” Rattsberger, “Slippery” Syl Lonegan, Maheem. All three congratulate you on your good performance at Boarding School.

Aghon Only:

Day #12 Job: 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 10 Acrobatics check and DC 12 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
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): Vincent.

Vincent Only:

Day #12 Job: 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 10 Acrobatics check and DC 12 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
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): Aghon.

Jordan Only:

Day #12 Job: Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober (he IS), no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
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.


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 settles in alongside the other three riggers and works his heart out, chatting amicably with his mates. At a point when he and Syl are near one another, Jarvis speaks quickly under his breath.
Do you guys often train boarding like that? Or is that more of a one time shot for whenever new blood comes on board? Either way, it was an interesting way of going about it. Haven't done it that way myself before! I usually don't throw lines, I just swing over and harry people as I can.

Additionally, he makes his way next to Maheem to chat briefly.

I know you knows, but I wasn't trying to tweak Scourge last night. I just wanted to make sure all the riggers are available to work during the day. These seas are unkind to overworked folks like us.

Sailoring: 1d20 + 5 ⇒ (12) + 5 = 17
Diplomacy (Syl): 1d20 + 9 ⇒ (5) + 9 = 14
Constitution: 1d20 ⇒ 19


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /
Culder 'the Captain' Hargraves wrote:
"Where be Vincen'?" Culder inquires of his co-conspirators, "he's in with Badger, ain' he?"

not a bad question

Vincent is currently minding his own business and sitting down to stack of parchment and is currently debating whether or not he should begin making scrolls of spells he might need or if the money would be wasted at this point.

I will leave it up to whoever want to come talk to me about badger to do so, but dang it I outta decide if making a scroll is worth it. now for day time actions

Vincent starts his day ready to fulfill his chores aboard the ship, "good morning Aghon, I trust the night found you well for the most part"

time to work diligently

acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10
constitution: 1d20 + 5 ⇒ (4) + 5 = 9

annnnnnnd we are back, RNG, you are a fickle mistress


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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

no worries- I was getting to know barefoot, I'll talk to Vincent at dinner tonight about all things wererat...

Culder enjoys a quiet day in the rigging and tries to stay on the breezy side of whatever he's working on.

Working diligently. I can't fail either check.


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

Night 11:
At some point before bed, feeling the jingle of coin in his pocket, Jordan heads over to one of the card games. "What's the game tonight?" he asks.

Got some gambling to do to see about getting that bow back.


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

Aghon really enjoys the freedom that being the daily message runner provides, and with the rising heat he makes certain to work as diligently as possible so as to avoid Scourge's temper at the end of the day.

Acrobatics: 1d20 + 4 ⇒ (4) + 4 = 8
Con Check: 1d20 ⇒ 20

Any chance I can get a +2 to that acrobatics check because of my agile feet ability and 40 ft. of base movement. Pretty pretty please with cherries on top?! :)


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

Night 11 (Continued)

Jordan discovers a friendly game of "Buried Treasure" going on between Giffer, Rosie, and a somewhat well-behaved Fipps, who, it turns out, is trying to learn how to become a gambler. Buried Treasure is a popular Shackles card game in which some cards are dealt face-up, while others are dealt face-down. It involves bidding on face-down cards in an effort to build a winning hand and then betting at the end on who's got the winning hand. It requires luck, but there's a bit of bluffing involved as well.

For simplicity's sake, I'm going to rule that the bidding/betting during each hand runs each player about 1 gp total. The best hand wins the entire pot. There'll be a total of 12 hands before it's time to hit the hammock. Jordan: Please make twelve (12) 1d20+6 rolls.


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The Man's Promise | Ship Actions | Current Battle Map
Aghon wrote:


Any chance I can get a +2 to that acrobatics check because of my agile feet ability and 40 ft. of base movement. Pretty pretty please with cherries on top?! :)

Yeah, I can see that. I'll allow it!

Master Scourge boos in the background.


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

night 11:

Jordan takes a moment to study the game before getting involved, placing his coin on the line. "Deal me in, mates. I'd like to see if I can improve the jingle in my pockets."

Gamble gamble gamble: 1d20 + 6 ⇒ (19) + 6 = 25
Gamble gamble gamble: 1d20 + 6 ⇒ (18) + 6 = 24
Gamble gamble gamble: 1d20 + 6 ⇒ (7) + 6 = 13
Gamble gamble gamble: 1d20 + 6 ⇒ (13) + 6 = 19
Gamble gamble gamble: 1d20 + 6 ⇒ (8) + 6 = 14
Gamble gamble gamble: 1d20 + 6 ⇒ (20) + 6 = 26
Gamble gamble gamble: 1d20 + 6 ⇒ (8) + 6 = 14
Gamble gamble gamble: 1d20 + 6 ⇒ (18) + 6 = 24
Gamble gamble gamble: 1d20 + 6 ⇒ (20) + 6 = 26
Gamble gamble gamble: 1d20 + 6 ⇒ (8) + 6 = 14
Gamble gamble gamble: 1d20 + 6 ⇒ (18) + 6 = 24
Gamble gamble gamble: 1d20 + 6 ⇒ (16) + 6 = 22


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

This is where a case of making multiple rolls at once for simplicity's sake really screwed up any sort of realism in the result....

Night 11 (continued)

Jordan wins the first four hands he's in, then splits the next pot with Rosie...before winning another seven in a row. Why the other players stay in so long in anyone's guess. Giffer seems happy to have a new potential player and friend; Rosie keeps playing "to figure out exactly how ye're cheatin', Banner," while Fipps...poor Fipps. The gambler-in-training grows more and more frustrated with each hand Banner takes. When the cook's mate beats his last two good hands with even better hands, the fat pirate squeals, "Cheater! You'll pay for this, Stew Boy!" before stomping off in a huff.

By my calculations, you just made 34 gp! May have made an enemy and put a strain on some friendships, though.

Secret (and Crappy) GM Rolls:

Hand #1
Rosie: 1d20 + 1 ⇒ (13) + 1 = 14
Giffer: 1d20 ⇒ 14
Fipps: 1d20 - 1 ⇒ (18) - 1 = 17

Hand #2
Rosie: 1d20 + 1 ⇒ (9) + 1 = 10
Giffer: 1d20 ⇒ 14
Fipps: 1d20 - 1 ⇒ (5) - 1 = 4

Hand #3
Rosie: 1d20 + 1 ⇒ (8) + 1 = 9
Giffer: 1d20 ⇒ 3
Fipps: 1d20 - 1 ⇒ (11) - 1 = 10

Hand #4
Rosie: 1d20 + 1 ⇒ (4) + 1 = 5
Giffer: 1d20 ⇒ 9
Fipps: 1d20 - 1 ⇒ (2) - 1 = 1

Hand #5
Rosie: 1d20 + 1 ⇒ (13) + 1 = 14
Giffer: 1d20 ⇒ 5
Fipps: 1d20 - 1 ⇒ (14) - 1 = 13

Hand #6
Rosie: 1d20 + 1 ⇒ (4) + 1 = 5
Giffer: 1d20 ⇒ 12
Fipps: 1d20 - 1 ⇒ (17) - 1 = 16

Hand #7
Rosie: 1d20 + 1 ⇒ (12) + 1 = 13
Giffer: 1d20 ⇒ 3
Fipps: 1d20 - 1 ⇒ (2) - 1 = 1

Hand #8
Rosie: 1d20 + 1 ⇒ (2) + 1 = 3
Giffer: 1d20 ⇒ 16
Fipps: 1d20 - 1 ⇒ (9) - 1 = 8

Hand #9
Rosie: 1d20 + 1 ⇒ (16) + 1 = 17
Giffer: 1d20 ⇒ 7
Fipps: 1d20 - 1 ⇒ (18) - 1 = 17

Hand #10
Rosie: 1d20 + 1 ⇒ (1) + 1 = 2
Giffer: 1d20 ⇒ 4
Fipps: 1d20 - 1 ⇒ (10) - 1 = 9

Hand #11
Rosie: 1d20 + 1 ⇒ (1) + 1 = 2
Giffer: 1d20 ⇒ 1
Fipps: 1d20 - 1 ⇒ (18) - 1 = 17

Hand #12
Rosie: 1d20 + 1 ⇒ (5) + 1 = 6
Giffer: 1d20 ⇒ 2
Fipps: 1d20 - 1 ⇒ (20) - 1 = 19


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

While I'm grateful for the gold, is there a chance I could have chosen to lose intentionally, as I'm seeing the idea that I'm cheating starting to surface? i am trying to stay out of trouble. If not, that's ok, but just curious :)


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

Heh. Don't worry about it. If you didn't roll so damned high all the time, this wouldn't have happened. ;)

Also, I rolled randomly to determine the players and got three of the worst potential card players possible.


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

Day 12: Heat Wave on the Wormwood

In the rigging, Syl listens to Jarvis half-heartedly. "Yeah, that seems to be the way they do things," the leggy woman says with a bored yawn. "Guess it makes sense to not just hope for the best when we're boardin' a ship for real." Having said her peace, Syl goes back to her normal protocol of ignoring the halfling.

Maheem actually smiles briefly when Jarvis speaks with him. "I understand and appreciate that you took a stand for a fellow rigger in the face of Scourge's...unfairness. Know this, though--Scourge is a heartless bastard that rarely forgets a slight. 'Tweak' him as little as possible in the future, my small friend."

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

Aghon and Vincent get the 'fun' task of running around the ship in 95+ degree heat. Luckily, the messages they carry occasionally go to someone in the shade belowdecks. Unfortunately, the ship's holds seem to have trapped in the humidity, making them akin to saunas. Though neither man does a great job at the job, they perform adequately. While Aghon enjoys the experience, the constant scrabbling here and there wears out Vincent (now fatigued).

Culder silently works in the rigging, trying to figuratively chill in the literally baking heat.

Just waiting on Jordan's Daytime Action.


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

After helping Kroop get dinner ready, Jordan goes over to Grok's store. Counting out the coin, he pushes it towards the half-orc.

"There it is, Grok. 37 gold, in exchange for the bow that'll defend the Wormwood and her crew." Smiling his thanks, Jordan takes a look around the store. "It's a hot day today, and some tempers may flare up a bit," Jordan starts to think. "You got anything that could refresh some of the crew?" he asks.


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

Day 12: Heat Wave on the Wormwood

Grok throws in Jordan's arrows for free, saying they're part of a set. In response to his question, the half-orc rummages through the bottom drawer of an old filing cabinet but comes away empty-handed.

"Got a ****-ton o' crappy, spoiled rum...that's 'bout it, I'm 'fraid."

Night 12: Heat Wave on the Wormwood

Second bell sounds, ending a hot but productive workday. Sandara and Crimson emerge from the bilges soaking wet and flushed from the heat, but looking strangely content.

Scourge calls off Bloody Hour, saying the crew performed admirably, given the conditions. He says that only Conchobhar earned a punishment--a sole rope bash--but that he's not going to waste his energy delivering one. "Someone slap the prissy 'fashion sense' outta Pretty Boy iif'n ya gets the chance," he tells the crew before retiring to the officers' quarters.

A bunch of tired pirates decide to call it a day after supper and rum: Aretta, Shivikah, Fipps, Jape, Ratline and Slippery Syl.

That night, there's nothing more taxing than rolling dice or playing cards happening on the main deck...and even the cards are soon wet and sticking to the fingers of the players. Tilly tries to raise spirits by singing a few soothing sea shanteys; her night's rum ration seems to have done something to her throat, however, and she's not in her usual form.

Sandara approaches Aghon and whispers, "We gots an opportunity 'ere to earn some favor from Scourge an' the crew, methinks. Only reason Cog an' I made it through our shift in the bilges was cuz I cast create water every ten minutes or so to douse us an' cool us off. Seems to me our crewmates would be quite 'preciative were we to shower 'em off, wouldn't ya say?"

I haven't been bothering with the watered-down rum rations, but this is a case where it actually matters for Vincent. Vincent: If you drink the rum ration and don't succeed on a DC 10 Fort save, your fatigued condition will worsen to exhausted. You could always try a DC 10 Stealth check to dump the rum instead.

Then it's on to Nighttime Actions.

Tilly Perform (sing): 1d20 + 7 ⇒ (7) + 7 = 14


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 sees Tilly struggle with singing and decides to throw his voice I to the mix to try giving her a bit of a break. His voice carries through the muggy heat, doing what it can to soothe feelings and sweat drenched souls.

Singing: 1d20 + 9 ⇒ (19) + 9 = 28


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

how fast is the boat moving right now while nobody's working? If I jump overboard to cool off how hard would it be to stay with the boat and get back on it?


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

"Looks like you lucked out, mate," Jordan comments to Conchobar. "Scourge was too tired to even throw the rope at you." Taking a sip of his rum, Jordan waits a minute to see if the gnome responds. After a bit of small talk, Jordan brings up the subject of magic.

"You're a bit of a magician, aren't you?" he asks. "Weren't it in that fight back on our first morning that you more or less magicked your way to deck?"

Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24


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

I'm hoping this narrative use of Aghon's ability to create actual damage doing icicles will be allowed for the fun/story.

I think, my dearest Sandara, that together we might be able to really lift the spirits here. He offers her a now empty canteen. Here, fill this up with water. He says, waiting for her to do just that. After she inevitably returns it to him, he uses his god-given talent for creating ice to put a quick but icy chill into the water. There, take that to one of the crew, and then come on back with another canteen or empty mug, and we'll start ourselves a little iced-water production line. Aghon says giving her one of his most debonair, and at this point probably expected, wink 'n' grins.


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

Night 12: Heat Wave on the Wormwood

An order comes to drop anchor not far from a small, apparently uninhabited, scrub-covered islet. From the guesses of the veterans amongst the crew, the Wormwood's current location is somewhere at the southern end of the Shackles archipelago; the jungles of continental Garund allegedly lie a short ways over the eastern horizon while to the south surge the open waters of the Fever Sea.

While Jarvis picks up the slack for Tilly and keeps the thoughts of the crew happy and not focused on the abysmal heat, the ship's clerics team up to procure cool beverages for the overheated crew.

Jordan converses with Conchobhar a bit. The standoffish gnome dandy usually isn't very talkative, but this night he's almost chatty. He acknowledges the cook's mate's observation and comments, "Indeed, magic's beyond most of these sea-loving cretins. They wouldn't know horseshoes of a zephyr from a horseshoe crab."

As they continue to speak, the gnome lowers his voice and asks, "If you were to come up with a plan to get off of this floating prison...I might be willing to lend my talents to the cause."

I think this answers Culder's question. I just hope you guys don't make a swim for the island and force me to create an uncharted desert isle from scratch.

Jarvis: Your performance grants you a +1 circumstance bonus to all Charisma-based checks to interact with listening members of the crew for the next 24 hours.

[b]Aghon:[/I] Tbhe refreshing ice water you and Sandara create grants you goodwill from the crew (a +1 bonus on Influence checks for the next 24 hours).


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

As soon as he has the freedom to do so, Culder flips over the railing and cools off with a swim in the sea. Spotting the small island his mind begins to spin with possibilities...

I could swim that for sure... hells, I wouldn't even have to come up for air too many times- nobody'ld even know I'd gone... of course I'd need a light before too long, and I can't exactly swim across with a lantern... and this may be a second rate crew with a bilge rat for a first mate, but I'd still rather be aboard than scraping by on some island... plus I gotta keep tabs on Scourge until I get my anchor back or a ship to replace it...

After splashing around until he's cooled off, Culder scampers up the anchor chain and climbs back on board. He slings his oar across his back and, still dripping wet, tracks down Scourge. "Mis'er Scourge," he calls out, "permission t'muster a couple crew 'n' row th'dingy ashore, t'see iffin there be meat 'r fresh water handy?"

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