Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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Captain Jerrell leads you out the back, and through some twists and turns, betwixt sales carts, and through a horse stall or two. In the end, you are well away from the tavern, and well away from the Militia.

Captain Jerrell, puts out his hand to Alessandra, but he winks at Chaenath and says, "Well met my friends. We Free Captains must stand together. Should you need my assistance in the future, please do not hesitate to ask." He blows a kiss at Chaenath, and dives into a crowd, off to his ship you assume.

You have Caulky, and I presume you put the question to her. She tells you that she bears you no ill will, but she knew that Captain Harrigan would want to know where you were, so she was just trying to curry favor with him, when she went to head off and inform him. She clearly knows nothing of importance, and even expresses that she would gladly join your crew if you would have her.

Let me know how you want to handle Caulky.

Your night having been more eventful possibly than even your day, you decide to head back to the ship with your Letters of Marque. You make it safely back and you bed down for the night.

Early on the morrow, a messenger delivers a letter from Tessa Fairwind, Mistress of the city of Quent on Motaku Isle, inviting you to dinner at her townhouse in Port Peril the following evening. Tales of your exploits have impressed Tessa, and she wishes to recruit you for a sensitive task.

Knowledge Checks...

DC 10 Knowledge (local):
You recognize Tessa as captain of the sloop-of-war Luck of the Draw and one of the most powerful and popular pirate lords on the Pirate Council of the Shackles.

And if you make...

DC 15 Knowledge (local):
You are familiar with the common rumor that Tessa is next in line for the Hurricane Crown—either by the acclaim of the Free Captains, or by taking it from Kerdak Bonefist herself.

Any preparation you want to do before going to dinner the following night? That is, assuming you want to go.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath has +15 on Kn:Local so

Oooh Tessa Fairwind. She is a princess of the seas. If Bonefist sinks she is the one who will get to wear the Hurricane Crown! What will we wear to dinner Swum?

Swum does not seem to care.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Rogar tries to recall his time on The Wormwood. The memories are hazy, but he doesn't remember having any quarrel with Caulky. "I'll be fine lettin' th' lass join our crew. Just need t' keep an eye on her in th' beginnin'"

--
Kn. local: 1d20 + 14 ⇒ (20) + 14 = 34
Remembering what the word is on Tessa Fairwind, Rogar starts to think about the reason for this call.
"Tessa Fairwind, eh..? Somehow me got a feelin' she'll be wantin' t' talk politics. Us bein' new free captain's an' all... But never say no t' free meal an' drink, I don't."


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

My spiders will eat her if she betrays us Cheanath shrugs at Caulky completely unaware of how terrifying that probably sounds.

Intimidate: 1d20 + 3 ⇒ (6) + 3 = 9

Dinner! We are going to get Dinner!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra looks at Caulky shrewdly. Taking on a known ally of a known enemy is not sensible.

Sense Motive: 1d20 + 9 ⇒ (5) + 9 = 14

Happily for the cabin-girl, if you drew a picture of a sensible person and a picture of Alessandra (or the rest of her crew), they wouldn't overlap anywhere.

"OK. You're in. But mess up, or betray us, and I'll hold you down while Chaenath's spiders eat you."

Unlike the elf, Alessandra does know how to be scary.

Intimidate: 1d20 + 17 ⇒ (18) + 17 = 35

Yup, definitely not a decision that will come back to bite us. Nope. Not worried here at all.

She grumbles as the invitation arrives: she doesn't have many nice clothes and she wore them to the Hurricane King's dinner the other evening. But at least they're being fed. "OK, let's go."


Caulky gives no indication that she is out to betray you, nonetheless, Alessandra scared the crap out of her!

When you arrive at Tessa’s townhouse, her retainers show you into a windowed dining hall with a view overlooking Port Peril’s harbor. Tessa introduces herself and congratulates you on being named Free Captains. She asks them what they know of the current political situation in the Shackles, and hints that Kerdak Bonefist’s hold over the fractious pirate lords is perhaps not as strong as it might appear. When Alessandra makes mention of the possibility of Tessa's candidacy for the position, Tessa explains just how reticent she is to become the next Hurricane King. Nevertheless, she recognizes that Bonefist’s days are likely numbered, and hints that the time is ripe for those with ambition to start gathering allies.

Tessa also mentions the recent whispers she’s been hearing about Cheliax’s designs on the Shackles. Cheliax’s hatred of the pirate isles is nothing new, of course, but lately the rumors have been hinting at another Chelish invasion, which, if successful, could result in the Shackles being annexed into the empire—a horrific outcome to any Free Captain, regardless of who wears the Hurricane Crown. Tessa is convinced that there is some truth behind these rumors, but she needs solid proof to put before the Hurricane King and the Pirate Council to force them to take united action. However, she can’t investigate these rumors herself—she’s too well known for such subtle work, and she needs to remain in Port Peril to maintain her influence over certain factions within the council.

Instead, Tessa requests that you investigate the rumors. As resourceful newcomers, independent of any pirate lord, they have the best chance of uncovering information. She sees you as free agents with no preexisting loyalties. Indeed, Tessa doesn’t want it known that she is investigating these rumors, and her alliance with you should be kept quiet for now.

“I am convinced that Cheliax has spies and informants working in the Shackles, and I can think of only two places that might have some knowledge of these traitorous informers in our midst. The first is the House of Stolen Kisses in Quent, a temple of Calistria and one of the best information brokerages in the Shackles. Use this note to obtain an audience with the temple’s high priestess, Dindreann."

“The second is the Temple of the Hidden Name, a secret temple of Norgorber said to operate in the town of Beachcomber on Bag Island. If anyone knows of these spies, it would be the followers of the Reaper of Reputation. I have no contacts with the priests of that temple, so I hope you can convince them to reveal what they know.”


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Easier to find something that is not hidden. Chaenath observes But the other is so much spoooooooooookier!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"Temple o' Calistria, eh? Ha, I'm a regular there! Now, where's me loyalty card..?" Rogar starts digging through his pockets. "Shoot, I've lost it. An' I just one purchase short of a free ride..."

"But if we 'ave t' check out both th' temples, let's go first t' Norgo's place. No doubt it'll be horrible place and then afterwards we can go get some R&R with Calistria's whor.. eh. priestesses."

Are we good with the three of us? Gresham was the skilled one, but Rogar has diplomacy and disable device, Alessandra's got intimidate and stealth, and Chaenath has knowledges.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

We can make a go of it. What does everyone else think? Suggestions on witch spells I should pick up would be appreciated. The spell bloat in the game makes prepared casters difficult for me to play I'm finding :)


Loyalty card, you crack me up Doc!

Tessa unfurls several beautifully drawn, highly detailed nautical charts of the Shackles. These are charts of the fair winds, and Tessa points out the locations of Quent and Beachcomber to the PCs on the charts. She gives the charts to you, presenting them in an expertly crafted watertight case as you depart. She also gives you a pennant to fly from your masthead signifying your allegiance to her.

So let's get that Profession(sailor) role, shall we, and Norgorber you said? Off to Beachcomber on Bag Island!


Beachcomber is one of Bag Island's rowdiest ports, and the island is home to the largest population of halflings in the Shackles.

DC 15 Knowledge(local) or (religion):
You realize that openly asking about a hidden temple to Norgorber would likely meet with failure, if not outright hostility. If you so desire, you can get your point across using innuendo with a DC 15 Bluff check.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra has been silent, not having much to contribute to any discussions on religion. Once the conversation's over, she takes her leave with the rest of them. "OK. Let's get this tub on the move - Beachcomber it is."

She scowls. She's tall as it is, and among halflings she always feels unbelievably gawky. Still, can't be helped.

Knowledge local: 1d20 + 6 ⇒ (18) + 6 = 24

"Right, we're gonna get nowhere asking straight questions - Norgob's a twisty little *****er, so we're gonna have to be like him. Doc, you're gonna have to muzzle that elf - if she blurts something out like she always does, she could get us all in trouble. You got any spare plasters you can put over her mouth?"

She leaves the asking of questions to those more inclined to it.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"No plaster. But I got sum' thread an' needles fer stitchin'"

Duh, bluff is just what we don't have :)


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Split up and try in three different places separately? So a fail roll doesn't reflect on the whole party? One of us might get lucky.

But the elf has already disappeared. In a magic shop near the docks she browses for a bit and then says These are nice but I'm looking for something.... Spoooookier

Bluff: 1d20 - 1 ⇒ (13) - 1 = 12


The other two are welcome to roleplay and try a roll themselves.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Bluff: 1d20 + 6 ⇒ (8) + 6 = 14

Alessandra's too straightforward to be any good at lying. An arrow takes the shortest distance between two points, after all.

Twistyness isn't her thing, and it shows.

And lo, their campaign ended there as none of the party had the right skill modifier to hit the DC... :)

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Bluff: 1d20 - 2 ⇒ (6) - 2 = 4

"Hey, do you know wher's th' temple of Norgo.. Erm.. I mean no-rgober.. Like not rgober at all?"

After a long unsuccessful day down the streets, Doc turns to his companions. "Oh, f%!# this... This ain't gonna work! Can't we just get som' shady lookin' character, an' torture 'im until he spills all?"


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Maybe one more chance with the two of us aiding Alessandra?

Later in a pub.

Bluff Aid: 1d20 - 1 ⇒ (8) - 1 = 7

Spooooooookier!

Snort


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
Rogar "Doc" Ironsail wrote:
After a long unsuccessful day down the streets, Doc turns to his companions. "Oh, f~#+ this... This ain't gonna work! Can't we just get som' shady lookin' character, an' torture 'im until he spills all?"

Alessandra grins. "Now you're talking my language! Let's go find a likely target and break things."

Intimidate: 1d20 + 17 ⇒ (4) + 17 = 21

These rolls - it's like the dice WANT us to end the adventure here...


Still, at least Intimidate is a skill you actually have ranks and bonuses in!

Ok, so you scare some poor local into telling you that he suggests you to go to a certain nondescript warehouse in the town's Lurker District. If there are worshipers of Norgorber around, then that's the place to find them, or so he has heard.

So, how would you like to approach the warehouse?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath will be flying in behind everyone else.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

"Warehouses. Why is it always warehouses?" The half-orc grumbles. "Ah, well. Doc, over to you. Set the £&#@_&ing thing on fire and we'll grab whoever runs out and interrogate them."

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"No burnin' b'fore investigatin'. They might have' sum booze in there!"

Rogar buffs himself up, and moves closer to the warehouse. Before entering, he checks the door for traps.

Buffs: False life, heroism (via alchemical allocation), see invisibility, mutagen
False life: 1d10 + 7 ⇒ (7) + 7 = 14

Perception: 1d20 + 14 - 1 + 2 ⇒ (17) + 14 - 1 + 2 = 32
If no traps are found, he opens the door and sends Mr. Spleen in.
Disable device if locked: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Oh right Buffs! flight hex, False Life, Mage Armor. Fortune on Everyone and cackling away so everyone has 2 rounds of Fortune on them by the time we get to the warehouse

FalseLife: 1d10 + 7 ⇒ (3) + 7 = 10

Warehouses are not spooky Chaenath frowns.


Very well, so you enter the warehouse, with your hackles (and cackles) up.

You almost immediately are met with a Halfling dressed in the black clothing of an indentured servant of an aristocratic household and wearing a cherubic mask. "Greetings strangers, I am Slip. How may the Temple of the Hidden Name be of service?"


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Cheanath stops cackling.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra's lips curl around her tusks. "You can answer this joke: an elf, a dwarf and a half-orc walk into a warehouse. If nobody inside answers their questions, how many get out alive?"

"Oh, wait. That wasn't a joke. Try this: What's short and full of arrows? - A halfling that won't tell me what I want to know."

"Hm, no, that's no good, either. How about: tell me everything about Chelish spies and agents in The Shackles and you get to live. For now."

She snarls. "That one doesn't have a punchline, but I'll let you see the point of it very, very soon."

She gestures at the bow in her hand and the arrows in her quiver. "'s a PUN, see? You can laugh now. Or wet yourself in fear. 's up to you."

Swift Action to study target

Intimidate: 1d20 + 17 ⇒ (14) + 17 = 31 = I can haz answrs, plz?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I think her jokes are very funny myself Chaenath opines from above I think you should laugh.

She starts cackling again.


The Halfling is clearly shaken by your approach (because a 31 intimidate is impressive). He looks back at Alessandra and responds, with a slight quiver in his voice, "the Reaper of Reputation knows much that is hidden, but secrets always have a price. The Temple of the Hidden Name deals in information, but secrets are the currency that is needed, not threats."

DC 15 Knowledge(religion):
The Reaper of Reputation is another name for Norgorber, who has secrets in his areas of concern.

Slip continues, "there was a famous ship called the Brine Banshee that disappeared somewhat mysteriously several months ago. She was said to have been one of the fastest ships in the shackled, and that she handled exceptionally well for a ship of her size. Many believe that her speed and maneuverability are the result of several potent spells woven into the fabric of the ship herself. If you can garner the answer to these questions, what happened to the Brine Banshee and how was she unnaturally fast and maneuverable, and return those secrets here, then I will divulge to you the answer to the secret which you seek."

DC 15 Knowledge(local):
Youa re able to recall tales of the ill-fated Brine Banshee. She disappeared west of Shark Island after leaving the port of Ollo. It is unknown what happened after that, but the ship did visit Quent on its way to Ollo, so perhaps the House of Stolen Kisses has a lead on the Brine Banshee's fate.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Know:Rel: 1d20 + 13 ⇒ (19) + 13 = 32
Know Local is 15 anyway

Chaenath floats over to Alessandra The Calistrian whooooores in Quent may know about it. The witch looks at the halfling. I might be able to keep her from killing you if you tell us what we want to know and then we promise to find out about the ship and tell you allll about it later


"The threats from a mortal such as yourself are as nothing compared to those I face from the Holder of Secrets. Bargaining is more appropriate for the Abadarians, so perhaps you should try it on them. I have told you the price of this secret. Another secret. It is for you to either provide that other secret, or to remain ignorant of the ones that are held here."


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra scowls. "Fine. We'll do it your way."

She stomps off, muttering angrily to herself.

Good to go.


Off to Quent then?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Sure

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"Meh, fine... Let's check the Calistrian temple."


Despite the relative closeness of Beachcomber and Quent, it takes you the better part of four days to sail from one to the others, as you faced some significant headwinds.

When you finally arrive at the lively seaport of Quent on the northern coast of Motaku Isle, you make your way to the House of Stolen Kisses, both a holy temple to Calistria and a brothel. You present Tessa's note and scantily clad acolytes escort you through sensually decorated corridors to the chambers of the temple’s high priestess, Dindreann a human cleric of Calistria. She greets you, offers you comfortable seating and stimulating refreshment. When you are seated and refreshed, she asks, "what service can I render to associates of my dearest friend Tessa."

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"A round on the house?" Rogar says, making very suggestive gestures with his eyebrows.

"Eh, well. We be needin' some information. On Chelish spies."

"An' we're also very curious 'bout ship called Brine Banshee. Whe she's so fast?"


Dindreann confirms that the House of Stolen Kisses has leads on such information, as many people share their secrets with the temple’s sacred prostitutes in the heat of passion. But these secrets are shared in confidence, and the temple cannot simply give them away for free. If
you were to perform a service for the temple, however, they could expect such knowledge as payment.

Dindreann tells you about a ship owned by the temple, the Lady’s Sting, recently went missing. Divinations have revealed that the ship was attacked by a group of pirates who deliberately lure ships into danger so that they can salvage the cargoes of the resulting wrecked ships. Piracy is a fact of life in the Shackles, of course, but the Lady’s Sting was carrying a relic sacred to the faith—a gold-plated wasp statue known as the Golden Vespal. The temple seeks revenge on these wreckers who would dare attack one the faith’s holy vessels, as well as the return of the Golden Vespal, but they have so far been unable to locate the wreckers that attacked the Lady’s Sting. If you can
find the wreckers, enact the goddess’s revenge upon them, and recover the Golden Vespal, Dindreann will give you a lead on the spies you are seeking.

DC 10 Knowledge (local):
You realize that wreckers are a not
uncommon hazard in the Shackles, and finding the specific crew that attacked the Lady’s Sting will be a difficult task. However, it’s possible that the Temple of the Hidden Name in Beachcomber might
have some information that could lead to the wreckers.

On the subject of the Brine Banshee

Dindrean tells you that she does have information on the Brine Banshee.

Now, how would you like to go about getting it?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath blanches Ah.. Ale..San..Dra? You will not like this but....

She bends down to the half Orcs ear and whispers The Norgorber halfling on Beachcomber probably knows where the wreckers are that stole the gold wap...


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra just shakes her head, wearily. "Oh well. Good thing I didn't kill him, then. Let's go."


Alright, so back to Beachcomber, where you meet up with Slip, and then ask about the Lady's Sting and wreckers, etc.

Slip proceeds to make it clear, that yes, he has the knowledge you seek, although knowledge if wreckers is fairly common, however, he needs another "secret" from you before he can reveal what you need about the Lady's Sting.

This secret, is your choice, tell him anything you like that seems a decent "secret" for the Shackles. The book lists several examples, but you can choose what you want. There are certainly things that only you guys know, so what's it to be?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I once almost got strangled by a tree


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

If THAT doesn't work how about we tell them there's a stone throne at the bottom of Mancatcher Cove that makes people act crazy


"Your ineptness in dealing with plants is hardly a secret worthy of what you seek."

Your ooc suggestion would make for an excellent secret. As would... other things you've seen and found that are unknown around the Shackles.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Let's just say we go with that one then


Very well...

"Most interesting, an artifact of the ancient Ghol-Gan empire? Well, that is certainly a worthy secret. The group of wreckers you seek are led by a half-orc wizard called Vakarla, and they operate from a hidden island base southeast of the Rampore Isles."


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Do we do information gathering or do we just go in? I don't think any of the three of us are much for planning for various different reasons :)


I mean, what could possibly go wrong?

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

We go in, we kick butt, we come out... Sounds like a plan!

Hmm, or we might also plan our approach ...


Off to the Rampore Islands area you go!

That's a large area, so despite it being not very far, you do spend roughly a week sailing that area looking for anything of interest, when...

Alessandra: 1d20 + 8 ⇒ (14) + 8 = 22
Chaenath: 1d20 + 9 ⇒ (13) + 9 = 22
Doc: 1d20 + 10 ⇒ (4) + 10 = 14

... Alessandra and Chaenath both spot a small merchant ship with its sails lowered and bearing the Rahadoumi flag far off in the distance to the east.

Alessandra: 1d20 + 8 ⇒ (10) + 8 = 18
Chaenath: 1d20 + 9 ⇒ (7) + 9 = 16
Doc: 1d20 + 10 ⇒ (16) + 10 = 26

... Once it is pointed out to him, Doc is able to actually make out that she has Shining Star on her prow.

Having turned towards the Shining Star, you get closer, and it becomes apparent that they have spotted you, as they begin raising sails and turn away and turn towards the south.

what's the plan?

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