Skull and Shackles: Red Sky at Morning (Inactive)

Game Master DBH

Red sky at morning, sailor take warning.

Loot list

Plunder & Infamy Tracking Sheet

Ship and Fleet list

Isles of the Shackles Map



Our current campaign has been languishing in slow posting Hell by the GM (once a week at best) and the player's are getting ready to well ...mutiny, jump ship, etc.

We are looking for 2 new players one Arcane caster and one Divine to round out our group (which currently consists of a Sea-singer Bard, a Monk of the Empty Hand, and a Fighter).

Since time is of the essence the recruitment window is going to be brief and will close Friday the 11th at 6:00 CDT.

We are currently only on Day 8 of the adventure and your character will likely be shipwrecked survivors of the earlier storm. As such you will pick one or two items from your gear to have with you as the rest of it went down with your original ship (But lo and behold the Quartermaster will have the exact same items in her stores).

Please see this thread for the original character guidelines:
Skull & Shackles

I will take over the GM'ing duties as well as run a DMPC (the aforementioned Bard) for the campaign.


Do you mean, regarding items, that we should write up gear as if purchased with max starting wealth and pick two things to be "on us" at the time? Or should we just pick up to two items and leave the rest in gold to be used at the quartermaster?


Sorry about the confusion. Yes, purchase all your starting gear with your starting money, then select one or two items to be "on your person" when the ship went down.


In the process of putting together a Seascared (wereshark-kin skinwalker) wave oracle. I'll post it when I'm done.


Done for the most part (can't make up my mind on Improved initiative, Toughness, or Extra Revelation as my feat). I'll come up with some fluff tomorrow as well with his character sheet posted, but it's kinda midnight where I am and I have work in the morning. I'm pretty sure we're level 1 from your opening post so that's what I made him. Also, his stats on the profile are when he's in his hybrid-ish form. When he's not sharked out, his con is a 12.


I'm impressed that you've taken matters into your own hands! Seems to bode well for the group.

Here's my submission for a witch with mastery over fate itself. She will focus on the Fortune and Misfortune hexes for buffing and debuffing, as well as contributing to knowledge checks and collecting knick-knacks on her journey.


Dotting for interest. Will get a submission posted soon. (Thinking of Human (Shoanti) Sea Witch with Otter familiar.)


I can de level this character by tomorrow


Dotting as well but... hmm. The campaign seemed to start pretty RP heavy but got lighter as it continued. I like RP myself so I'm sort of on the fence about this.

I was also thinking a Bonuwat sea witch or a waves or wind oracle but there appears to be an application for a sea witch and an oracle already.

I'd like to give Masego a go though. He was made for a campaigns like this originally. Of course I need to update the crunch.


@Northlander: I'm hoping to re institute the roleplaying aspect back into the game as well as keep things moving at a respectable pace.


Will timezone be an issue? I run on EET (Eastern European Time; GMT+2). Well actually currently it's EEST because of summer which is in fact GMT+3 (or BST+2 hehe).


Not at all. As you can see I'm already up even though I'm in the CDT (GMT -5). I'm usually up around 0330 to get ready for work anyway (I can't always guarantee that I'll be coherent that early in the morning, but I will be up) .


@Neela: I'm assuming you mean Heart of the Sea under your Human Abilities and not Touch of the Sea?


This is Ariarh Kane's submission. Introducing Valeria. The relevant stat info is on her profile. I just have to give her a backstory and write a blurb on her personality. :) If any adjustments or changes need to be made, I will make them upon feedback. Thank you for your consideration.

Time Zone: UTC +10 (in the southern hemisphere). I enjoy rp. :)

Dark Archive

AS one of the others embarked on this journey (im the fighter not the dangerous monk) The rp slowed some as the game began to crawl.


And Minnow's all done. Character sheet, backstory, personality, and description can all be found on his profile.


Dandy's got the right of it.

Now I'll have to think of nicknames for who gets chosen. :)


Randall McNally wrote:
@Neela: I'm assuming you mean Heart of the Sea under your Human Abilities and not Touch of the Sea?

Yep! Will change that when I can get to a computer.


Do you have an opening left? If so, what do you need? I was considering a aasimar cleric, if that's still an opening (for a divine caster)?

If so, please let me know what's up - I can have something up soon, if you'd like. But I'm just curious to know what's going on before I nut out a guy for the game :)


Recruitment is open until this Friday, so submit away.


Yikes! I just noticed that you had a witch/arcane caster as an opening - I'm modifying to Divine Caster, if that's not too late?

I'll have something up soon, though.


Just letting you know that Valeria's backstory, description and personality have been updated and complete. Thank you, again.

@Jaina: Wonders what kind of nicknames you'll come up with. ;)
@Percival: Thanks for the heads-up re the progress of rp in game.


Here is my idea for a rather disreputable dwarven priest.

Gunter Bilgebeard:

Gunter Bilgebeard is a crusty old bastard, who has seen it all, then drank too much and forgot most of it. His last posting was as a Carpenters Apprentice, but they kicked him off when he punched the first mate for insulting a turtle that was passing by. Well the jokes on them 'cause he took his tools with him.

When they first see him, he is wearing nothing but a ragged and patched pair of pants, and a desperate expression. He has a rusty boats anchor slung over his shoulder and a satchel of tools on his back. he doesn't seem to notice anyone for a while as he rushes from one broken bottle to the next looking for a drink.

Gunter Bilgebeard
Male Dwarf Cleric of Gozreh 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed: 20 ft.
Melee: dwarven dorn-dergar(Anchor) +3 (1d10+4) and
trident +3 (1d8+3)
Special Attacks: channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities: (CL 1st; concentration +4)
4 rounds/day— speak with animals
Enlarge as an immediate action, 6 rnd/day
Cleric Spells Prepared (CL 1st; concentration +4):
1st—Bless, Enlarge person D (DC 14), Remove Fear
0 (at will)— Guidance, Mending, Purify Food and Drink (DC 13)
D Domain spell; Domains: Animal, Growth
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 15, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats: Martial Weapon Proficiency (dwarven dorn-dergar)
Traits: Peg Leg, Zest for Battle
Skills: Appraise +0 (+2 to determine the price of nonmagic items found in or under the water),Craft (ships) +4, Knowledge (nature) +4, Profession (sailor) +7, Survival +3 (+5 while at sea)
Languages: Common, Dwarven
SQ: Saltbeard
Combat Gear: Scroll of cure light wounds ; Other Gear: scale mail, dwarven dorn-dergar, trident, ale (per gallon) (2), artisan's tools, fishhook (7), wooden holy symbol (Gozreh), jug(2), mug/tankard, sewing needle, signal whistle, twine (50'), 2 gp, 4 cp
--------------------
Special Abilities
--------------------
Aura (Ex:) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition,you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth): As a swift action you can Enlarge yourself for 1 round as if targeted by an enlarge person spell. You can do this 3+Wisdom modifier times per day.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Peg Leg: +1 trait bonus to damage vs animals with the Aquatic subtype.
Saltbeard: +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Speak with Animals (4 rounds/day) (Sp): You can use speak with animals as a spell-like ability.
Zest for Battle: When you gain morale bonus to weapon attack, also gain +1 trait bonus to damage.


Do you know what day this is? That's right it's "Hump Day" halfway through the recruitment process and here are the (in no particular order) completed submissions.

Arcane:
Neela -  Tazo - Human (Ulfen) - Witch (Fate)
Valeria "Lera" Satjian - Ariarh Kane - Human (Shoanti) - Sea Witch (Ancestors)

Divine
Gunter Bilgebeard -   Doomguide - Dwarf - Cleric (Gozreh)
Calix "Minnow" Seaborn -  Justin Harrell 615 - Skinwalker (Seascarred) - Oracle (Wave)
Rhialla "Buxom" Blackwater - Mark Thomas 66 - Human Cleric (Besmara)
Masego Mbatu -  Northlander - Human (Mwangi) - Oracle (Heavens)


Here's my divine caster for consideration - I hope it's interesting and fun.

Let me know what you guys think, I'm eager to give it a try! :)


is Arcanist allowed?


I generally don't like classes that are still in play testing, but if you are willing to adapt it to it's final version when the ACG is released then go ahead and submit it.


I added a personality and appearance blurb to the profile. Best of luck to all!


Righty-o, still working on the background and physical description, but my crunch is all up to date, I believe. I'll post up when I'm finished with the flavor.

Aldern Tane, sylph wizard. He will mostly be focusing on buffing and battlefield control in combat, weather manipulation in ship combat, and general utility outside of combat; Spontaneous Divination is a huge boon in this area. He will also be taking the Craft Wondrous Item feat at level 3 or 5, and will be ranking up Craft (ships) as the campaign goes on.


Annnd updated! Aldern's backstory and physical description are now in his profile, as is a (very) short story of his experience on the ship that went down in the storm.

Background:
Lyssa Tane, the captain of a small smuggler’s ship, was fond of stories, boasts, and tall tales. Although most of her stories gained little infamy in all but the smallest of taverns, one of her supposed fables spread like wildfire – the story of how she chanced upon, seduced, and bedded a djinn. While the tale varied with each telling, and several of Lyssa’s crew had their own version of precisely who was seduced by who, the story held at least an inkling of truth. Nine months after the supposed encounter, Lyssa gave birth to a boy who looked mostly human, save for his white hair and the light-blue flowing markings that labeled him as a sylph.

Aldern spent most of his youth aboard his mother’s ship, and grew up knowing little of life on land, save for small port cities. When his mother grew too old to continue on as a captain, the sylph found himself at a loss as to what to do with his life; although he had experience aboard a ship, he was never much use when it came to harsh physical tasks. One of his mother’s crew encouraged him to enroll at a magic university, noting that those who could bend the elements to their will were ever welcome aboard ships. Lyssa was less supportive – she knew of her son’s desire for freedom and his tendency to gamble, neither of which lent themselves well towards a life of study – and bet her son that he wouldn’t last a week in the Arcanamirium in Absalom. Eager to prove her wrong, Aldern applied to the school, and was accepted due to his innate gift for air magic.

To his credit, Aldern lasted much longer than Lyssa predicted. After nine days at the Arcanamirium, Aldern was banished from the school grounds after betting a fellow student that one of the spell lords indeed wore a wig, and accidently creating a small, localized hurricane in an attempt to prove it.

Aldern has since studied magic wherever he could learn it, from dusty old tomes in libraries to lessons from less-than-reputable members of society. As a result, his learning has been incredibly slow, albeit one of a wide breadth. As his magical studies progressed, he learned to tap into some of the powers of his djinn heritage, the most important of which being his uncanny ability to predict the weather with near perfection. The sylph has spent the last several decades aboard various ships, serving as a minor weather forecaster and manipulator – and occasionally even as a sailor when extra bodies are required on deck. Although profitable, he often gambles away most of his gains, and it is not uncommon for Aldern to leave a ship with empty pockets. Nevertheless, he enjoys his lifestyle, and the freedom of the sea and sky.

Physical Description:

Although the billowing blue markings of the sylph are evident all over Aldern’s skin, very little of it is exposed. He typically wears long, flowing robes of a seafoam green, and his head is often obscured by a tricorne hat and full beard. Despite the fact that Aldern appears to be rather young, his hair is uniformly white in color.

Aldern's left leg has been severed just below the knee, and he wears a wooden peg leg to compensate.

Story:
Aldern gazed up at the sky for a third and final time, and spat several colorful curses into the wind. He’d been in his share of storms, but never in a ship so heavily laden with cargo.

”We need to dump some of the weight,” he said to the ship’s first mate, a stocky young man with a misshapen nose. ”The storm’s coming, and it’s bad.”

”Cap’n says to leave it be. We’ve weathered bad before, we have. Don’t call ‘er the Stormbreaker for nothin’,” replied the first mate with a lazy confidence. To further make it clear how little he cared about the sylph’s warning, he faked a yawn. ”’Sides, the sky’s clear! Might not even be a stor-oof!” exclaimed the man as Aldern pushed past him.

Aldern sprinted awkwardly for the captain’s quarters, his wooden leg beating out a rhythm as it bounced off the ship’s wooden floor. The captain might be a greedy man, but Aldern would make him listen to reason. Force him to, if necessary. If it came to that, Aldern would like as not be put in the brig once his deception came to light, but at least he would be alive. Maybe once they saw that he had been right, they wouldn’t even keelhaul him. Maybe. But maybe dead was better than definitely drowned.

Aldern burst through the captain’s door, and immediately muttered an incantation. ”What the hell are you-“ growled the captain. As Aldern finished the incantation, the captain’s eyes became briefly unfocused, then found their way to Aldern. ”Ah, Aldern! To what do I owe this pleasure?”

”Ship…storm,” panted Aldern, out of breath. ”Need to…to offload some cargo. Too full.”

”Dear boy, have you gone mad? That cargo is worth its weight in gold! To offload it would be…most unprofitable. We’ll make the proper arrangements to weather the storm, of course. Quite clever of me to bring you on board,” chirped the captain.

Gozreh drown him. The spell makes me into his best damned friend, and he’s too greedy to listen to me even now. Aldern noticed his hands had balled into fists of their own accord, and straightened them. He fought to keep his voice calm. ”How about this, then? We play a game of cards. If I lose, I serve aboard this ship for a year with no pay aside from meals. If I win, you dump the cargo.”

The captain closed his eyes thoughtfully, and took a few moments to run some calculations in his head. Finally, he gave a curt nod of agreement that sent a wave of relief through Aldern’s body. Perhaps the captain would be furious once the charm spell wore off, but at least the sylph had saved the lives of everyone aboard the ship, especially his own. As the wizard sat down and the captain began to shuffle the cards, Aldern readied a spell; this particular spell, he knew, would allow him to win.

Sixteen hours later, Aldern lay curled in a ball in the corner of the brig as the ship rocked violently from side to side. How was he to know that the captain was the sort of bastard that would cheat in a game against his own “best friend?” ”Shoulda made an image of a royal flush,” the wizard muttered to no one in particular.


Physical Description is mainly on the sheet under the Image - I haven't statted out the Familiar yet (it's a Hawk; Alexander took the alternate Cleric Feature Animal/Terrain Domains (Specifically Fire/Eagle). Anyhow, I hope to make the cut, but I guess we'll see what happens next :)

For what it's worth -

Alexander stood on the prow of the ship and watched it slide through the waves, his hands gripping the railing easily.

Perched near him was a large, golden-eyed hawk that stared with a fierce gaze at the swell of the waves before them, too. Beyond those waves was the jumbled populace of the town that would receive them and the promise of fortune that it held.

His eyes were intent on the approaching port; knowing that all such bastions of civilizations were locations that could grant a man fortune and fame – if he had only the skill to reach out and take it for his own.

He glanced aft at the crewmembers working on the ship and studied them absently, saying nothing but simply watching them go about their business. He looked beyond them to the quarterdeck and watched the officers standing on it, then turned back to watch the incoming port.

As the ship eased into harbor near the quay he grabbed his hit and slung it over his shoulder.

”Come on, Kal – we’ve arrived,” he said to the hawk with a small smile.

Striding to the gangplank he moved passed the others and made his way to the hodge-podge of people bumping about and strode with a purpose to the nearest tavern to get himself a drink.

The long black cloak billowed over his shoulders and the thin leather armor – finely cut – was evident from beneath it. A wicked mace hung from his hip, and the hilt of a dagger could be seen poking from his side as well.

The hawk remained on his shoulder as he entered the tavern and his eyes swept the room.

”Greetings,” he says with a loud but courteous voice.

”How much for a drink?” he asks.

As the barmaid fetches him one he calls out to her – ”If you have something with a little kick to it, I’d be obliged… I’ve been at sea a long time; I think I’d enjoy a drink that goes down proper…” he adds with a smile.


Will try my luck with Cadj Nassen, Chellish Arcanist


Okay, everyone, just a few more hours before the submission deadline. If anyone is considering making a submission please do so before 6:00 p.m. CDT or you'll miss the boat, literally.


So I was actually in one of his other games. I will have to check the character (hopefully you won't mind adjusting the crunch if accepted and needed).

In any case here is Jagray. Would love to get back into this!


Recruitment is now closed. Thank you all for your submissions. I'm going to spend some time going over your characters and may be back with some questions. I also want to consult with the other players and get their feedback before I make my final decisions. I will post the results either late tonight or early tomorrow morning.

Hers are the final applicants.
Arcane:
Neela - Tazo - Human (Ulfen) - Witch (Fate)
Valeria "Lera" Satjian - Ariarh Kane - Human (Shoanti) - Sea Witch (Ancestors)
Aldern Tane - Samuel Stone - Sylph - Wizard (Air)
Cadj Nassen - Escharid Blackrose - Human (Chelaxian) - Wizard (Evoker)

Divine:
Gunter Bilgebeard - Doomguide - Dwarf - Cleric (Gozreh)
Calix "Minnow" Seaborn - Justin Harrell 615 - Skinwalker (Seascarred) - Oracle (Wave)
Rhialla "Buxom" Blackwater - Mark Thomas 66 - Human Cleric (Besmara)
Masego Mbatu - Northlander - Human (Mwangi) - Oracle (Heavens)
Alexander Lutharo - dain120475 - Human (Varisian) - Cleric
Jagray Hamfur - Dakcenturi- Dwarf- Cleric (Gozreh)


Thank you all for your interest and I wish I could take more than the two I was asking for, but such is not the case. So could Neela and Rhialla please check in on the Discussion thread when you can. As for the rest of you, again, thank you and if the need should arise for additional characters I will check back here first.


Congrats to the two who made it into the game. Happy gaming to all.


Grats to those that made it!

Community / Forums / Online Campaigns / Recruitment / Skull and Shackles Campaign looking for two more players (1 Arcane / 1 Divine) All Messageboards

Want to post a reply? Sign in.