Skull & Shackles: Sails under a blood red sky.

Game Master DBH

To be continued.

Red Sky folder link

Shackles map

Island of Empty eyes

Ship combat

Loot sheet

Chelish Fort

Blood moon

Battle order:


4,101 to 4,133 of 4,133 << first < prev | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | next > last >>

Are you sure you want to do that?

We'll say that finishes things.

The Eel finally has found a battle he can't slip away from and dies at last.

Loot:
Elixir of fire breath,
Potion of cure serious wounds,
Potion of water breathing,

Eel skin armor (+2 slick electricity resistance leather armor),

Eel skin armor:

EELS SKIN ARMOR
Aura moderate evocation; CL 6th
Slot armor; Price 33,810 gp; Weight 15lbs.
DESCRIPTION
This red +2 slick electricity resistance leather armor is crafted from
the skin of the crimson hagfish, more commonly known as the Shackles slime eel.
The armor exudes a slippery slime that grants its wearer a +5 competence bonus on Escape Artist and Swim checks. In addition, as a standard action once per day, the wearer can form an aura of electricity around himself that persists for 5 rounds.
Creatures adjacent to the wearer when this power is activated and at the start of the wearer's turn take 2d6 points of electricity damage and are staggered for 1 round.
A successful DC14 Reflex save halves the damage and negates the staggering effect.

+1 light mace,
Chime of opening,
Handy haversack,
Ring of jumping,

You find Sefina's shawl in his Handy haversack.

Avimar Sorrinash is not pleased with the nights events, but can't pin the blame on you with the other captains there as witnesses.

Lady Cerise Bloodmourn does tell you that The Eel was an associate of Captain Harrigan.

What this means is you are confirmed as rulers of the isle of empty eyes and as free captains with seats on the council.

So any housekeeping you want to do before we move onto the next book? You are now in charge of the isle, and also have proof that Harrigan hasn't forgotten you. :)


Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |

Hooray for handy haversacks!

Cass clambers back onto the deck and says with a sigh, "Glad that's over with. What's our next move? We have a port town to manage now."


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Return the Shawl...ASAP! And, I already have a Haversack...But I wouldn't mind a Ring of Jumping and a Potion of Fire Breathing! =)

"We need to establish ourselves firmly as the best place to research the Ancient Cyclop's empire. Vacation spot to the scholarly and the disparate! We should start to build some cheap beach houses for rent..."


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Oh yeah...do we level up here?


Are you sure you want to do that?

No level up yet. :)


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Weren’t we talking about building a wizard’s tower too for our resident wizard?


Are you sure you want to do that?

So any decisions on what you're building before we move on?


1 person marked this as a favorite.
Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |
Ashlei 'Burnout' Mamoud wrote:
Weren’t we talking about building a wizard’s tower too for our resident wizard?

The natural progression is wand, then staff, then tower, so yeah!

"In addition to beach houses, we should build an archive. A place for research journals and books. Wizards and scholars interested in studying the cyclops ruins can search for information there, and leave copies of their discoveries."


Are you sure you want to do that?

Anyone else have anything to build?


2 people marked this as a favorite.
Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Gambling hall…and a high class bordello/temple to the goddess of Lust. Maybe a shrine to the pirate goddess?


Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |

"I don't think any of us are trained as architects, engineers, or civic planners. We need to find someone that we can lavishly pay to plan this out so that our little port doesn't suffer structural and growth problems in the long run."

"Speaking of growth, we should think now about ways to insure a regular supply of food and materials for hosting crews and repairing ships that put into port..."

Cass starts scribbling notes as she puts her prodigious intellect to work thinking about the problems of making sure that this new town survives and thrives.

We can montage this if people don't want to get into the details of the PF Downtime/Business Management system. Or I can whip up some spreadsheets using that system to estimate our costs to build a library, a shrine, a bordello, and some agricultural land, as well as a port and repair docks.


1 person marked this as a favorite.
CN Female Human (Varisian) Female Human Unchained Rogue 11 HP: 42/74 | AC 22/18/17 | Fort +3, Ref +11, Will +2| Init: +5 | Perc: +13+4 when overhearing a conversation or seeking secret things

"The sea can provide a great deal, and Mase did want to see if we would be open to trading. So I would suggest to reach out to him and have him set up trade with his people are they are not far away." Esmarelda pointed out.

"Honestly... I'd just like a tavern... A nice little place where people can gather and drink." Esmarelda said with a grin. 'And learn what secrets I can'

Dark Archive

Male Chelaxian Human Fighter 11 HP 40/92 subdual 40/92 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +14/+7/+7 | Init +3 perception +7, climb+9, Intimidate+12,Prof. Sailor +11,Swim+8,

"big enough lands enough space for some crops.... lets see if we cant fins some farmers... or at least someone who knows about growing ot abouve some free labor if need be. and two taverns.... at least. friendly competition. Ash... be a dear and return the shawl let our friend know this is the one time we overlook something of this magnitude. Let me reach out to my "wife" at The rock, see if she has any advice or mutual trade we can do. Lets see here... Docks, a repair yaard perhaps... plantations/farms A wizards tower.... two taverns at least i believe we owe som,eone a brothel chapter house and of course a large shrine of small temple to out patron Besmara.

He paused looking to the horizon....

"I feel like im missing something"


Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |

"Where do we stay? If everything goes to plan I'll have a tower, but you all don't want to be sleeping on the floor of my alchemy lab."

"You should have an impressive and defensible edifice as befits your station."


CN Female Human (Varisian) Female Human Unchained Rogue 11 HP: 42/74 | AC 22/18/17 | Fort +3, Ref +11, Will +2| Init: +5 | Perc: +13+4 when overhearing a conversation or seeking secret things

"You all have stations." Esmarelda pointed out. "I do not, so a nice place above the tavern or maybe right next to it would be good enough for me. To start that is." She stated with a smirk. She had plans of course, but a stopgap for the time being wouldn't go amiss.

"But I do agree at least three of you need high class places."


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Ashlei will DEFINITELY return the shawl in person...

I plan on living mostly on my ship the Crimson Sunset, which we can use as a local patrol ship for now. We also have a small castle don't forget. And I have Craft (Woodworking) skill I believe. Mostly for repairing ships, but it doesn't mean I can't start building buildings or similar with time and sticking to basic designs. If you guys can bring the workers and colonists, I can oversee the new buildings. You will have to talk to a stone mason about a tower...unless you want it out of wood!A thought! We might eventually want to build a Lighthouse too eventually with all the weather anomalies (hurricanes) that hit the islands. Maybe combine the wizard's tower into a Lighthouse too? 2 Birds and 1 stone and all that...


Are you sure you want to do that?

You'll need both materials to build the various things you want and various people to work in them. You currently have docks and the fort.

Best thing to do is hit the big ports to buy materials and put up flyers advertising for settlers. Your isle has plenty of fresh water and areas for farms and ranches. Plus access to fishing grounds. So with a bit of work you can easily be self-sufficient.

Added to that you are the first port for travelers passing the eye to the north. So building up the port infrastructure so travelers can repair their ship, resupply and have some fun (Taverns, brothels and gambling halls) are a good idea.

Remember you already have Audessa Reyquio and her girls ready to run the festhall so you just need to build one.

You can have all this as a background event. Just let me kn ow when you reach a port if you're buying building materials and hiring workers etc. It will develop automatically as you carry on with your adventures.

The next part starts with the news that there has been a Pirate council called in Port peril. You now have a seat on the council and should make your way there as quickly as possible..


Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |

Cass says, "The good news is, if we cut down a lot of trees, I can rapidly turn them into lumber with a fabricate spell. It can do the entire process of turning them into planks, then we season them and varnish them and we have usable building wood for everything that Ashlei wants to construct. Same for stone: I can use magic to hew out stone and then shape it into structures with stone shape."

"Because of the possibility of storms or pirate attacks, I recommend that we have a fortified structure built into the rock, probably by excavating out from under the fort. That will give us a place that's protected from weather and from waterborne assaults. I can also speed this process a bit with expeditious excavation and expeditious construction, which will allow me to dig small pits in places where we want to tunnel, then move the soil to make berms and low walls, which we'll want around exposed walkways or paths leading to and from the fort and around the island. It'll offer some protection in the event of invasions, and also keep drunken sailors from falling off the edge of a hill and tumbling into the drink."

"We'll need to take a trip to the mainland by ship to hire people and bring in additional building materials, such as slate shingles, nails, and rope. If we offer land for farms with a low tax rate, people will move here, especially if it comes with a house, but we might want some safeguards in place to make sure we don't wind up with an island entirely filled with murderers and sex pests. No offense, Ashlei."

"I don't know teleportation magic, unfortunately, so I can't speed our travel progress in that regard. I can, however, run my own ship by myself or with one or two extras (I will have to sleep sometime), so we can split up or make extra trips."


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Waving off the wizard’s apology, Ashlei snickers and replies.

”Sounds like a plan either way. Right now we need to focus on getting to the meeting.”


Are you sure you want to do that?

So what ships are sailing to Port peril and what ships are staying to help protect your isle?

Lets get things moving people.


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

I'm assuming my ship The Crimson Sunset would defend the island. Its not a huge combat ship, but its in good shape and can move fairly quickly. We should take our main ship to the meeting. It only makes sense.


Loot Sheet Female Human Cleric 11 HP: 73/73 | AC 21/13/18 | Fort +9, Ref +5, Will +11 (+12 vs Charm/Compulsion)| Init: +3 | Perc: +9 | Channel 7/7 (6d6)

That makes sense. We'd of course bring our flagship, and Cass' ship which can serve to transport any supplies we pick up at ports and maybe serve to bring anyone we get to sign on to coming to the island who doesn't have a ship of their own.


Are you sure you want to do that?

Ok, you set off. Lets have Profession Seaman rolls for the Captains, Profession Geography for the navigators, and Perception checks for the lookouts please.


Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |

Spellcraft: 1d20 + 19 ⇒ (17) + 19 = 36

Cassiopeia raises invisible forces that bring up the sails on her ship, roll up the anchor and handle all of the rigging through eerie, self-propelled means.

The Great Odyssey class feature allows her to substitute Spellcraft for Profession (sailor).


CN Female Human (Varisian) Female Human Unchained Rogue 11 HP: 42/74 | AC 22/18/17 | Fort +3, Ref +11, Will +2| Init: +5 | Perc: +13+4 when overhearing a conversation or seeking secret things

I shall have the perception roll!

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Dark Archive

Male Chelaxian Human Fighter 11 HP 40/92 subdual 40/92 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +14/+7/+7 | Init +3 perception +7, climb+9, Intimidate+12,Prof. Sailor +11,Swim+8,

profession sailor: 1d20 + 11 ⇒ (3) + 11 = 14


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Profession (Sailor): 1d20 + 15 ⇒ (8) + 15 = 23

Does anyone have Know: Geography?

Dark Archive

Male Chelaxian Human Fighter 11 HP 40/92 subdual 40/92 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +14/+7/+7 | Init +3 perception +7, climb+9, Intimidate+12,Prof. Sailor +11,Swim+8,

Of course what disfavoered young nobleman Chelaxian being a pirate to avoid being married off to an old widow back home doesnt have proper schooling in geography?


Loot Sheet Female Human Cleric 11 HP: 73/73 | AC 21/13/18 | Fort +9, Ref +5, Will +11 (+12 vs Charm/Compulsion)| Init: +3 | Perc: +9 | Channel 7/7 (6d6)

Profession Sailor: 1d20 + 20 ⇒ (5) + 20 = 25

I'm usually the one at the wheel


Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |
Ashlei 'Burnout' Mamoud wrote:
Does anyone have Know: Geography?

I do!

Knowledge (geography): 1d20 + 13 ⇒ (18) + 13 = 31


Are you sure you want to do that?

profession sailor: 1d20 + 12 ⇒ (12) + 12 = 24

You set a fast course and are sailing well to the east, on the second day you see a dilapidated barkentine making directly towards your ships?

As it draws closer you can see it has a black sail with a figure of a full, pale moon with a faint skull gracing it.

Knowledge religion DC15:

The symbol of Groetus

Knowledge local DC20:

This is the cult ship known as the Dying moon.

This dilapidated barkentine carries a cult of Groetus making their way around the Inner Sea preaching apocalypse and spreading their nihilistic
philosophy.

These followers of the God of the End Times are fanatical in their
beliefs and thoroughly mad, and boldly commandeer other vessels they come across, either converting or sacrificing the crews.

Sometimes the ship and crew practice less violent methods, making a show of peace in order to gain access to another ship in order to proselytize about their grim patron's ultimate goal of total apocalypse. Few care
to hear their mad ravings, though, and these evangelical missions often end in bloodshed.

You have 10 rounds before the ships are in range of each other. What are you doing?


Female Human Wizard (Poleiheira Adherent) 11 | HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12 | Arcane Bond 0/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—1/1 | Water Blast 4/5 |

"Well that looks ominous."

Cass's message spell is pretty powerful, but 200' across the waves is closer than ships usually sail in formation. She settles for using semaphore, and her ship's message flags, hoisted by invisible forces, signal trouble.


Female Ifrit Swashbuckler Level 11(Flying Blade) | HP 99/99(0NL)| Init. +4 (+6) | Speed 30ft | AC 25, touch 19, FF 16 | CMD 29 | Fort +6 : Ref +12 : Will +4| Burning Hands: 1/Day (DC15)| Perc +14 | Panache: 5 Pts / -2+1| Active:

Ash waves her hand is dismissal.

”What the heck is that piece if crap? Should we worry? We could sail rings around that ship!”

4,101 to 4,133 of 4,133 << first < prev | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Skull & Shackles: Sails under a blood red sky. All Messageboards

Want to post a reply? Sign in.