Skulls and Shackles Campaign (Inactive)

Game Master Tyranius

Disrespute / Infamy = 18/18
Plunder = 15/15

Maps:
Isle of Empty Eyes | Tactical Map |
Man's Promise | Man's Promise (Key) |

Loot List: Plunder List


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Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Forgot the climb check
Climb: 1d20 + 1 ⇒ (10) + 1 = 11


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

I assume we are still working on bettering the attitude of the "Indifferent" crew members?

Day 12

Climb #1: 1d20 + 6 ⇒ (9) + 6 = 15
Climb #1: 1d20 + 6 ⇒ (6) + 6 = 12
Climb #2: 1d20 + 6 ⇒ (6) + 6 = 12
Climb #2: 1d20 + 6 ⇒ (15) + 6 = 21
Climb #3: 1d20 + 6 ⇒ (10) + 6 = 16
Climb #3: 1d20 + 6 ⇒ (13) + 6 = 19
Climb #4: 1d20 + 6 ⇒ (8) + 6 = 14
Climb #4: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Day Diplomacy Aid Another: 1d20 - 1 ⇒ (1) - 1 = 0
Night Diplomacy Aid Another: 1d20 - 1 ⇒ (9) - 1 = 8

Day 13

Profession (Sailor): 1d20 + 8 ⇒ (15) + 8 = 23
Constitution Check: 1d20 + 1 ⇒ (12) + 1 = 13
Day Diplomacy Aid Another: 1d20 - 1 ⇒ (8) - 1 = 7
Night Diplomacy Aid Another: 1d20 - 1 ⇒ (10) - 1 = 9

Day 14

Ranged Touch Attack: 1d20 - 5 ⇒ (18) - 5 = 13
Climb #1: 1d20 + 6 ⇒ (19) + 6 = 25
Climb #1: 1d20 + 6 ⇒ (6) + 6 = 12
Reflex Save: 1d20 + 3 ⇒ (16) + 3 = 19

Viviana 2 good

EDIT

Its not clear if its multiple climb checks for boarding, or just one, including 2 further climb checks if we need to "climb", 40 feet. As always, take the best result from each climb roll.

Climb #2: 1d20 + 6 ⇒ (2) + 6 = 8
Climb #2: 1d20 + 6 ⇒ (20) + 6 = 26
Climb #3: 1d20 + 6 ⇒ (1) + 6 = 7
Climb #3: 1d20 + 6 ⇒ (18) + 6 = 24


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe didn't have any of her equipment, so unless anyone has an issue with it, she'll take advantage of the captain's generosity...

Day 11

Nighttime action: Influence Tilly Brackett
Diplomacy (Jack assist, Viviana assist): 1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13

That evening, after their meal, Aishe sits down with Tilly and tries to draw her out, with mixed results.

Day 12

Str Check: 1d20 + 2 ⇒ (15) + 2 = 17
Con Check: 1d20 + 1 ⇒ (14) + 1 = 15

Aishe performs her duties well again, determined to not give Mr. Plugg the satisfaction of seeing her beaten.

Daytime action: Influence Badger Medlar
Diplomacy (Jack assist): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

While she is working the bilges, Aishe does her best to befriend Badger, telling stories and jokes to pass the time.

Nighttime action: Influence Giffer Tibbs
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11

Aishe tries to influence Giffer over the evening meal, but the gnome is apparently more interested in eating than talking.

Day 13
Profession (Sailor): 1d20 + 7 ⇒ (10) + 7 = 17

Aishe mends the sails as best she can - the work isn't amazing, but it's sufficient.

Daytime action: Influence Ratline Ratsberger
Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

While she is in the rigging, she continuously tries to influence Ratline, but she keep getting in his way and distracting him from his work, instead.

Nighttime action: Influence Shivika
Diplomacy (Jack assist): 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

That night, she approaches Shivika, but the hostile stare she receives warns her off before she really even gets started.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Day 14

Aishe takes several tries to get the hook set, but once it is, she is able to begin climbing the rope.

Ranged Touch attack (vs. AC 5): 1d20 + 2 - 6 ⇒ (6) + 2 - 6 = 2
Ranged Touch attack (vs. AC 5): 1d20 + 2 - 6 ⇒ (6) + 2 - 6 = 2
Ranged Touch attack (vs. AC 5): 1d20 + 2 - 6 ⇒ (15) + 2 - 6 = 11

Climb: 1d20 + 2 ⇒ (15) + 2 = 17
Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21

Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Reflex Save: 1d20 + 4 ⇒ (8) + 4 = 12


Male Tiefling Witch 2 |HP 8/16 | AC 13; T13; FF10 | CMB +1; CMD 14 | Saves Fort +2, Ref +3, Will +3 | Initiative +5, Perception +4, Sense motive +3

Day 12
Strength: 1d20 ⇒ 17
Con working diligently: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19

Day 13
Dex working diligently: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24
Xavier Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge(Geography) untrained: 1d20 + 6 ⇒ (5) + 6 = 11

Sarrien focuses on his jobs the next few days, having Xavier attempt to spy on the officers whenever possible trying to gain some knowledge of where they were going. Also using his compass to keep track or where they were in the shackles.

Day 14
Hearing that they would be learning to board another ship made Sarrien think that something was going to be happening soon and the Captain wanted the new recruits ready. He would be ready. He had learned to tune out Plugg's threats, clearly the man got off on bossing other people around and seeing them hurt or hurting them himself. Riaris Krine seemed to be a fresh does of... well the same s+$*. Still, he listened carefully and worried about falling off the rope.

Once in the Jollyboat he turns to his fellow trainees. "I'm going to make as hard as possible for them to hit us with some more fog. Let's show them we have what it takes. still probably going to fail my climb checks... sigh

Grapple: 1d20 - 6 + 3 ⇒ (5) - 6 + 3 = 2
Grapple: 1d20 - 6 + 3 ⇒ (14) - 6 + 3 = 11
Sarrien throws his grapple and gets it on the second try and ties off the rope. Then he casts obscuring mist. 20ft. radius spread. Will cast it again once half way. Lasts for 1(ten rounds) minute and should give us total concealment unless you are on the edge of it which just gives concealment.

Climb!: 1d20 ⇒ 12 no where
Climb!: 1d20 ⇒ 10 no where
Climb!: 1d20 ⇒ 10 no where
Climb!: 1d20 ⇒ 1 no where
Climb!: 1d20 ⇒ 4 no where
Climb!: 1d20 ⇒ 4 no where
Climb!: 1d20 ⇒ 16 HEY!
He starts climbing across.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

If its 2 climb checks
Reflex: 1d20 + 3 ⇒ (2) + 3 = 5
Climb: 1d20 ⇒ 4
Jack will be hit square on the face by an old piece of bread and falls back into the water.

Dark Archive

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Yes, it takes multiple climb checks to get across. Each successful one gets you 15 feet

During the past couple days Aishe, with the assistance of Jack and Viviana talk with al kinds of the crew in an attempt to sway them, though they are highly unsuccessful with all but one. Badger of all people seems to open up to them a bit as Aishe speaks with the man while working. The rest of the crew seems to want nothing to do with you as they seem to sit away from you as Master Scourge and Mister Plugg have it out for you. Badger increases to indifferent

Round 1
Once in the boat Jack and Viviana have little problems as they get their grappling hooks on the first try, while Sarrien and Aishe feebly throw the hook into the water. The crew begins to gather up garbage and old bottles to throw.

Round 2
Jack clamors onto the rope to begin shimmying his way up but has a little trouble getting on the rope in the first pace as Viviana crawls up it in a hurry and is almost halfway across. Sarrien throws his hook one more time as it finally attaches to the Wormwood. Aishe reels her grappling hook in and goes for another throw.... back into the waters. The crew hurls the bottles at Viviana in an attempt to kncock her from the rope but all fall into the water as the whiz past her.

Bottle 1: 1d20 - 4 ⇒ (10) - 4 = 6
Bottle 2: 1d20 - 4 ⇒ (8) - 4 = 4
Bottle 3: 1d20 - 4 ⇒ (12) - 4 = 8
Bottle 4: 1d20 - 4 ⇒ (12) - 4 = 8

Round 3

Jack attempts to go further up the rope but gets tangled up and falls right back into the boat. Krine yells Get the hell back up! Go again! Viviana scurries furher up the rope 30 feet Sarrien climbs up on the rope but has a bit of trouble as he entangles his feet in the ropes. Aishe reels in the rope and hurls the grappling hook one more time as she finally hits the Wormwood with a less than enthusiastic cheer from Krine About bloody time! I thought Iwas going to get to bed with you still throwing that thing! The crew continues to throw pieces of a broken barrel at Viviana. One of the boards strikes her as she is climbing but she brushes it off and stays on the rope.

Bottle 1: 1d20 - 4 ⇒ (18) - 4 = 14
Bottle 2: 1d20 - 4 ⇒ (20) - 4 = 16
Bottle 3: 1d20 - 4 ⇒ (3) - 4 = -1
Bottle 4: 1d20 - 4 ⇒ (2) - 4 = -2

Round 4

Viviana makes it onto the boat with ease as Krine congratulates her. LOOKS LIKE WE AT LEAST HAVE THE MAKING OF ONE PIRATE ABOARD THIS SHIP. THE REST OF YOU WILL MORE THAN LIKELY BE CAPTURED, KILLED OR TURNED INTO SOME CAPTAIN'S SEX SLAVE, THAT INCLUDES YOU PRETTY BOY JACK! NOW GET BACK ON THIS F!*!ING BOAT![B]

Once back on the boat Krine continues to berate the three who did not do so well, [b]You will learn this exercise. Next time it will not be board and bottles it will be arrows and sharks below you. Learn fast as I do not want to train new recruits at every port. She says as she storms off to the cabin

Before dinner Sarrien, Aishe and Jack are called forth for the bloody hour as the are each tied to the mast and whipped three times. Once the whippings are complete he whispers in Jack's ear, with a grin and rum on his breath. Next time you will be shark bait, I promise you that. Their unconscious bodies drug back to their bunks for the remainder of the night.

Whips for Jack: 6d3 ⇒ (3, 2, 2, 2, 1, 3) = 13
Whips for Sarrien: 6d3 ⇒ (1, 3, 1, 1, 2, 3) = 11
Whips for Aishe: 6d3 ⇒ (2, 3, 1, 3, 2, 2) = 13


Male Tiefling Witch 2 |HP 8/16 | AC 13; T13; FF10 | CMB +1; CMD 14 | Saves Fort +2, Ref +3, Will +3 | Initiative +5, Perception +4, Sense motive +3

Anything on the innocent bird flying around and listening to the officers?
8/9hp for day 15 for Sarrien.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Feeling the almost unbearable pain of the lash Jack does not fight for keeping quite. Knowing to well, that he earned it, he endures them like a man. After waking up he will heal himself and Sarrien.
Hoping this will make them all more comfortable with the crew, Jack works his best to befriend Badger
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25
"Aishe, put your head into it, he is right soon it will be arrows and we will need every bit of help we can get. Maybe we have to work booth sides of the candle now"
To Badger"You look like one of the hardest women on board. How long have you been here. And what is your favorite pasttime, drinking, heavy listening to one of the sailors fiddle a tune?"

Dark Archive

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Sarrien- knew I forgot something in that long post

Sarrien's raven flies overhead as all he sees is ocean all around. Sarrien is able to tell that the ship is sailing SW around the coast from Port Peril. The majority of the officers seem to be laughing amongst each other as they drink. Krine seems to be cursing the new recruits massively as Mister Plugg and Master Scourge seem to be whispering among each other as they look towards the party. The discussion seems to get pretty heated.

Jack you were unconscious for the evening ship action. You can se that action for the next day though

Day 15

Rigger: 1d6 ⇒ 3
Swab: 1d6 ⇒ 1
Cook's Mate: 1d6 ⇒ 3
Ambrose: 1d100 ⇒ 42

Rigger:
Upper Rigging Work. Work in the upper rigging 50 feet up, requiring dc 10 climb checks, followed by a DC 10 Profession (sailor) or Dex check.

Swab:
Man the bilges. Vile and sweaty work cleaning out the bilges requiring DC 12 Str checks followed by a DC 10 Con check or be fatigued at the end of the shift

Cooks Mate:
Fishing. Catching tonight's supper using ship's nets. A Dc 10 Profession (Fisherman) or survival check provides enough fish.

Day 16

Rigger: 1d6 ⇒ 4
Swab: 1d6 ⇒ 1
Cook's Mate: 1d6 ⇒ 1
Ambrose: 1d100 ⇒ 28

Rigger:
Rope Work. Handle the ship's ropes, including coiling them, stowing them and securing them to cleats and single and double bolards, requiring dc 10 profession sailor or dex check.

Swab:
Man the bilges. Vile and sweaty work cleaning out the bilges requiring DC 12 Str checks followed by a DC 10 Con check or be fatigued at the end of the shift

Cooks Mate:
Cooking. Assist Ambrose with cooking the day's meal. Kroop seems to be completely drunk and passed out in the ship's kitchen. Requires a DC 10 Profession Cook or Intelligence check

Day 17

As the days toil on the crew that you have talked to seems to be getting along better with you while it also seems that Mister Scourge has been to work as well. For some reason more of the crew seems to be drawn to him as they have extra portions at dinner and are getting away with doing less work around the ship that would normally get them whipped or worse. Each NPC's attitude drops by one level You hear word roun the ship that Master Scourge has wholly convinced Mister Plugg and some of the crew that you are nothing but trouble on this ship. As you arrive for your duties this day Master Scourge seems to already have duties for you all.

You pieces of shark s#!~ will be doing this from now on! You will learn to respect this ship and me. as he clasps his cat o nine tails in is hands.Maybe I will use something a little sharper he says as he looks at Jack or maybe a little stiffer as he glares at Aishe and Viviana with a smile.

rigger:
Mainsail duties. Tough work raising and lowering the mainsail, requiring a DC 10 Profession Sailor or Str check followed by a DC 10 Con check

Swab:
Man the Bilges! Vile and sweaty work cleaning out the bilges. DC 12 Strength check followed by a DC 10 Con check or be fatigued at the end of the day.

Cooks Mate:
Turtle Hunting. hunt leatherback turtles with harpoons, treble hooks and nets. A DC 10 Profession Fisherman or survival check provides enough food.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Day 15

Str Check: 1d20 + 2 ⇒ (12) + 2 = 14
Con Check: 1d20 + 2 ⇒ (11) + 2 = 13

Aishe mans the bilges again, doing her work dutifully and well, though just well enough so as not to get beaten during the bloody hour.

Daytime action: Influence Tilly Brackett
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

While she works, she tries again to engage Tilly in conversation, this time making significant strides in developing the burgeoning relationship.

Nighttime action: Entertain the crew
Perform (Song): 1d20 + 7 ⇒ (6) + 7 = 13

That night, she sings another song for the crew, doing her best to engender their support. Unfortunately, her songs fall largely on deaf ears.

Day 16

Str Check: 1d20 + 2 ⇒ (14) + 2 = 16
Con Check: 1d20 + 2 ⇒ (16) + 2 = 18

"Again?" Aishe mutters under her breath.

Daytime action: Influence Giffer Tibbs
Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

This day, Aishe tries to speak with Giffer Tibbs, but the gnome isn't interested.

Nighttime action: Influence Ratline Ratsberger
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

That night, however, Aishe speaks with Ratline Ratsberger and is able to convince him, however temporarily, that she and the others are worthy friends.

Day 17

Str Check: 1d20 + 2 ⇒ (3) + 2 = 5
Con Check: 1d20 + 2 ⇒ (8) + 2 = 10

At the mention of a third day in a row of manning the bilges, Aishe balks. She does her job half-heartedly and pays the price for it later.

Daytime action: Influence Giffer Tibbs
Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10

Aishe tries again to hold a conversation with Giffer Tibbs, but receives a cold shoulder.

Nighttime action: Influence Badger Medlar
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

Aishe is able, again, to speak with Badger Medlar and encourage the half-elf that she might not be the worst friend to have.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Day 15
After the beating Jack works diligently this day to be spared the lash
Survival: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11 and only by working diligently he manages
In the evening he tries to work to make Jake Scrimshaw more friendly
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
Day 16
As Ambrose is totally smashed he will try to work some magic in the kitchen loosing himself in the process.
Cooking: 1d20 + 8 ⇒ (16) + 8 = 24
In his free minutes during the day, he asks Crimson Cogwell to help him get some food packages from the hold, meanwhile pampering him with some of his favorites food and bloody storys
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26 and finally winning him totally over
During the evening he tries to influence Barefoot to join her and tell them storys of her life.
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
Day 16
Hunting for turtles Jack tries his very best
Survival: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18 to hunt them, very diligently.
In the evening he will try to remedy some of the bad that happened
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11 preferable someone who went from helpfulto friendly back to helpful. Like Sandara.


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Day 15

Climb #1: 1d20 + 6 ⇒ (3) + 6 = 9
Climb #1: 1d20 + 6 ⇒ (11) + 6 = 17
Climb #2: 1d20 + 6 ⇒ (5) + 6 = 11
Climb #2: 1d20 + 6 ⇒ (4) + 6 = 10
Climb #3: 1d20 + 6 ⇒ (1) + 6 = 7
Climb #3: 1d20 + 6 ⇒ (5) + 6 = 11
Climb #4: 1d20 + 6 ⇒ (11) + 6 = 17
Climb #4: 1d20 + 6 ⇒ (15) + 6 = 21
Profession (Sailor): 1d20 + 8 ⇒ (14) + 8 = 22

Day Action: Aid Another Diplomacy (Aishe): 1d20 - 1 ⇒ (7) - 1 = 6
Night Action: Aid Another Diplomacy (Jack?): 1d20 - 1 ⇒ (14) - 1 = 13

Day 16

Profession (Sailor): 1d20 + 8 ⇒ (17) + 8 = 25
Day Action: Aid Another Diplomacy (Aishe): 1d20 - 1 ⇒ (12) - 1 = 11
Night Action: Aid Another Diplomacy (Aishe): 1d20 - 1 ⇒ (15) - 1 = 14

Day 17

Profession (Sailor): 1d20 + 8 ⇒ (9) + 8 = 17
Con Check: 1d20 + 1 ⇒ (8) + 1 = 9
Day Action: Aid Another Diplomacy (Aishe): 1d20 - 1 ⇒ (14) - 1 = 13
Night Action: Aid Another Diplomacy (Aishe): 1d20 - 1 ⇒ (20) - 1 = 19

At Master Scourge's remark, Viviana gives him an appraising look, before arching an eyebrow, rewarding him with a skeptical look "I doubt I would even notice you using something stiffer".

Viviana pauses for a second, before smirking "If I were you I wouldn't plan on going fishing soon, not even with Jack...you always throw the small ones back"

I can give it back as good as it gets...mostly


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

If you manage to split it, middle of the day Aishe, evening Jack, that would be awesome.

Dark Archive

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During the following few days Aishe, Jack and Viviana work diligently as they spend their days speaking and assisting the crew most of their days winning a few over. Ratline, Cogwell and Badger all improve by 1 and Tibbs improves by 2

Mister Scourge closes the distance on Viviana in a hurry. Are you threatening me you little whore! Would you like to do something about it? Would you like to take a try at me? Master Scourge and a few of the other pirates stop what they are doing as they begin to look at the spectacle.

Waiting on Sarrien's post


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

He took that as a threat? All I suggested was that he was rather lacking in a certain area :/

Viviana snorted, "If I was threatening you, believe me, you would know all about it... no, I was merely expressing disbelief and something you said, that was all"


Male Tiefling Witch 2 |HP 8/16 | AC 13; T13; FF10 | CMB +1; CMD 14 | Saves Fort +2, Ref +3, Will +3 | Initiative +5, Perception +4, Sense motive +3

Ah dangit soz guys. Been so busy.

Day 15
Strength/diligently: 1d20 + 4 ⇒ (9) + 4 = 13
Con: 1d20 + 2 ⇒ (11) + 2 = 13

Day 16
Strength/diligently: 1d20 + 4 ⇒ (17) + 4 = 21
Con: 1d20 + 2 ⇒ (19) + 2 = 21

Day 17
Strength/diligently: 1d20 + 4 ⇒ (10) + 4 = 14
Con: 1d20 + 2 ⇒ (3) + 2 = 5

Sarrien works hard, telling Xavier to keep an eye on things above while he toils in the bilges. He talks to the others that are stuck with him, "Not a stranger to less than clean but this place is not what I had in mind coming to port peril... would you say we have any allies that would stand with us? I still feel that with only being here just over two weeks now it may be a while we are stuck down here. Perhaps owlbear will let us sneak into see Plugg while he is sleeping?"

In the evenings he speaks with the crew and those that are not hostile to him, betting on the games but not one to partake in competitions. Sometimes he rigs the bet by causing the other to fumble with his misfortune hex, but only rarely. He does not want to be found altering things to favour himself. Profession Gambler(for fun): 1d20 ⇒ 17


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Any nighttime checks there, Sarrien?


Male Tiefling Witch 2 |HP 8/16 | AC 13; T13; FF10 | CMB +1; CMD 14 | Saves Fort +2, Ref +3, Will +3 | Initiative +5, Perception +4, Sense motive +3

Yea, gambling and chatting to the pirates. I'm no good at influencing and how many people do you really need in someone's face 'aiding' anyway. Figured you guys have that handled.

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Viviana-it was just the portion of he shouldn't go fishing anytime soon as if an accident may happen and he was publically insulted and trying to save some face :)

Sarrien toils away for the next three days. His raven flying over head notices that Master Scourge and Mister Plugg seem to be moving about the deck talking to all of the crew quite friendly, except for the four of you and as Sarrien comes back to the surface for dinner there is definitely a visible shift in attitude among the ship as everyone seems to be a bit on edge. During the evenings Sarrien partakes in a little betting winnings some and losing other but overall he is able to come out 10 gold on top.

Day 18

The next day you are greeted at the deck for your assignments and randomly assigned duties are passed out to everyone but yourselves as it looks as if you received the short end of the stick once again.

rigger:

Mainsail duties. Tough work raising and lowering the mainsail, requiring a DC 10 Profession Sailor or Str check followed by a DC 10 Con check

Swab:

Man the Bilges! Vile and sweaty work cleaning out the bilges. DC 12 Strength check followed by a DC 10 Con check or be fatigued at the end of the day.

Cooks Mate:

Turtle Hunting. hunt leatherback turtles with harpoons, treble hooks and nets. A DC 10 Profession Fisherman or survival check provides enough food.

Day 19

Master Scourge begins to pass out the daily assignments once again, as you all have come to know by now. Seems there has been a change today. Jack you are needed in the Bilges it seems The man says with a sneer as he spits on the deck rubbing it in with his foot as he walks away.

rigger:

Mainsail duties. Tough work raising and lowering the mainsail, requiring a DC 10 Profession Sailor or Str check followed by a DC 10 Con check

Cooks Mate:

Man the Bilges! Vile and sweaty work cleaning out the bilges. DC 12 Strength check followed by a DC 10 Con check or be fatigued at the end of the day.

Swab:

Swab the decks. Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 STR or CON check. if fail you are fatigued at the end of the day.

Jack on the way to the bilges:
]As Jack heads towards the bilges to begin his work he runs directly into Mister Plugg, at the door down to the bilge, who shoves him back a step. Hold on a minute now. What is your hurry? the young man smiles a toothy smile that glitters in the sun You will not be needing any of these in the Cap'n bilges he says as he begins to forcibly remove any visible weapons from Jacks belts and pats his clothing to feel for any hidden blades or weapons before removing them. Now go and clean those bilges

Jack in the bilges:
As Jack enters the dimly lit room he sees that there are two other men down here pumping water from the ship. One man is on the far east end of the room and other is on the far west end of the room, each running a pump. [b] Hey, get over there! We need to man those pumps![b] Jack recognizes the men to be Tam "Narwhal" Tate and Fipps Chumlett and sees that the center pump is free. Day job checks at this point


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Day 18

Profession (Sailor): 1d20 + 8 ⇒ (1) + 8 = 9
Con Check: 1d20 + 1 ⇒ (1) + 1 = 2
Day Aid Another Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8
Night Aid Another Diplomacy: 1d20 - 1 ⇒ (15) - 1 = 14

Day 19

Profession (Sailor): 1d20 + 8 ⇒ (10) + 8 = 18
Con Check: 1d20 + 1 ⇒ (1) + 1 = 2
Sense Motive Mr Scourge: 1d20 + 8 ⇒ (17) + 8 = 25

Viviana is worried that Jack seems to get singled out, and doesn't like the look on Master Scourges face, just after his previous threat a day or two ago.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Day 18

Str Check (Work diligently): 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Con Check: 1d20 + 2 ⇒ (5) + 2 = 7

Aishe mans the bilges again, but she's distracted by the shift in the crew's attitude, and while she succeeds in her work, she is exhausted afterwards.

Daytime action: Work Diligently

Nighttime action: Entertain the crew
Perform (Song): 1d20 + 7 ⇒ (2) + 7 = 9
Perform (Song): 1d20 + 7 ⇒ (17) + 7 = 24

That night, she sings a sea shanty, helping her fatigue to roll off of her in waves.

Day 19

Str Check: 1d20 + 2 ⇒ (17) + 2 = 19

"Well, at least this is different..." Aishe mutters to herself.

Daytime action: Influence Tilly Brackett
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

Having realized that Tilly is the one crew member that she may still be able to influence, she tries to undo the damage done by the senior crew members.

Holding nighttime action for now...


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Entering the galley, Jack hears its turtle hunting again. With a smile he chats for a moment and says if we continue with all the turtle food that we all get a shell on the back. Grabbing a net he sets off to get some tasty morsel, again working diligently.Nothing better to do actually
Survival: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13
In the evening trys his luck to convince Tilly Bracket that he is aq great drinking buddy.
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22.
A little smashed but not unhappy, Jack returns to his hammok waiting for the next days fun.
Hearing his... assignemnt Jacks eyes narrows and he tries to get a feeling for that kind of... change of plans. SenseMotive: 1d20 + 7 ⇒ (18) + 7 = 25.
Looking around he checks whom of his other friends is close, if he needs help. As he is later relieved of his cooking utensils his baaad feeling worsens. Middle one for me, so that you can play sandwich with me! Well either they want to play a game of who is the boss... or this can get messy.
"Of course middle one."
Spitting in his hands Jack starts to work hard.Diligently
Strength: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24

Dark Archive

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Viviana and Aishe work tirelessly through the day but they are completely exhausted from all of the hard manual labor. As the next day approaches Viviana notices that Master Scourge seems to be up to something vile as he has Jack go off by himself to the bilges, but as she works throughout the morning she passes out from exhaustion from the previous days work.

Aishe spends the day talking things over with Tilly in hopes of ttogether one final friendship as Jack had just visited her the day prior.

Jack:
While Jack is in the bilges working he feels as if something is horribly wrong, as if these two are up to no good

As he works throughout the morning Fipps looks over and screams at Jack Quit slacking I am tired as s$~& of picking up yer load of the work!


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Doesn't Aishe's Sea Shanty fix fatigue / exhaustion? If thats the case, Viviana at least, would be in a position to help if possible

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Yes it would


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

In that case, assuming something "vile", for Master Scourge isn't just the usual horrible stuff he does to us, Viviana might go down to the bilges to check if Jacks ok.

That said, I'm only going off my Sense Motive check, so unless it turned up something pretty nasty, then its just business as usual for Vivana, and she won't go down to see Jack.

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Sounds good :)


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

(Is that a yes my SM turned up enough "bad feeling" to warrant going down or a nop, hes just generally being a douche, nothing to worry about?)

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it does indeed warrant a bad enough feeling to go down


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Viviana wanders down to the bilges, and knocks on the door (or the wall outside if there is no door), and calls out loudly "Jack...you decent in there? Like, sharing a room with you, and two rats doesn't sound like my idea of fun but Mr Scourge insisted I come down here!"


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Seeing Viviana Jack sighs and says to the two croonies."You about right. You know those two excellent fellows just said that I am a bit loose with my working duties. As I know, they had dinner the last couple of nights, so I am not. Also I was so expertly relieved of weapons I already knew that they just waited for me to say something so that the roughing up could start. Let me guess, you wanted to accuse me of anything and then that I am even banged your mother Fipps, when everyone knows that it just takes a penny and desperation to do so, so let´s us make this short. Either we start working, and you tell Master Scourge that there somehow was no chance to play the locker room game, or we start now with the roughing up and may Besmera smile on the winner?"


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Viviana walks in, with a smile on her lips, quickly assessing the situation "Oh Jack, I am so sorry to interrupt the possibility of what I am sure would be a rather energetic threesome here, but you just know how threatened I feel when you start charming the crew without me". Viviana pauses for a second, thinking something through

"That said, I didn't know these two men were sword swallowers through and through, you must have had quite the effect on them Jack!"


Male Tiefling Witch 2 |HP 8/16 | AC 13; T13; FF10 | CMB +1; CMD 14 | Saves Fort +2, Ref +3, Will +3 | Initiative +5, Perception +4, Sense motive +3

Day 18
Strength/Diligent: 1d20 + 4 ⇒ (11) + 4 = 15
Con: 1d20 + 2 ⇒ (19) + 2 = 21

Sarrien continues the dreary work of the bilges, pumping water, wading in dirty water, watching the spiders in the corner occasionally spinning their webs. He had taken to playing with some new spells, making multicoloured lights spin in complex shapes.

In the evening he talks to the Quartermaster, "Would you happen to hold any scrolls in those chests? Arcane things are a hobby of mine you understand."

Day 19
Con: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
He is glad to be doing something else other than being stuck in the bilges all day. Working diligently he is still able to keep eyes on everything with the help of Xavier and his Message spell. When Viviana leaves her post to go down below he sends Xavier also. "I think something is up, follow carefully."
Xavier Stealth: 1d20 + 2 ⇒ (9) + 2 = 11 Meh
Xavier flies down into the lower hold and rests on his the cage he uses at night, watching and letting Sarrien know what is happening. Sarrien keeps watch making sure Scourge and Plugg are above deck. If any of them head below he will tell Xavier to warn them.

Dark Archive

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the quartermaster lets Sarrien know all of the scrolls that she has acquired in the chests.

Scrolls list:
Cure moderate wounds; mage armor; magic missile; scorching ray and summon swarm

Meanwhile in the bilge

perception: 1d20 + 1 ⇒ (16) + 1 = 17

As the men begin to berate Jack they soon see Viviana and Sarrien's raven enter the hold. As Viviana and Jack verbally let them have it they son become quite angry. Well it was only supposed to be this piece of s+~@ down here to kill but let's get rid of this mouthy b&!#~ also! The two men say as they both are soon brandishing a shiny dagger.

Good thing you noticed or Jack may have been in trouble! :)

Init Rolls:
Viviana: 1d20 + 1 ⇒ (15) + 1 = 16
Jack: 1d20 + 3 ⇒ (11) + 3 = 14
Pirates: 1d20 + 2 ⇒ (2) + 2 = 4

Viviana
Jack
------------------
Tam (E)
Fipps (W)
------------------


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Free Action Jack lets Viviana wait for his spell, like with the reeflaws.
"Oh Besmara, your servant needs some help with kicking two morons ass, so please give me thy favor to ripp their HEARTS OUT!"
Casting Bless.


Male Animal Familiar 2 | HP 8/8 | AC 15(T14/FF13) | CMB +0 ; CMD 6 | Fort +1, Ref +4, Will +4 | Initiative +2, Perception +7, Sense motive +2, Fly +6

The black Raven's beady eyes watch this latest drama unfold, secretly hoping that things will get bloody here. After all, his master only said to watch. He didn't say to get involved. He blinks.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Trying to avoid metagaming, here. Is it reasonable to assume that Aishe would go to check on the situation in the bilges as well, or would she be caught up in her influencing Tilly?

Dark Archive

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I would think you would get caught up with Tilly unless you sensed something was really wrong during the morning altercation. At this point Sarrien doesn't know either unless the Raven reports to him.


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

"Oh thats cute", Viviana remarks as she sees the dagger. After waiting for Jacks Blessing, Viviana 5 foots into Tam, and unleashes a flurry

Flurry: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (11) + 2 = 13
Flurry Damage: 1d6 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (2) + 2 = 4

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Jack blesses the party as he prays to Besmara while Viviana fists are a flurry striking the man right in the side of his head.

Both of the men take a step forward and slash their daggers at Jack and Viviana but both are able to avoid the cuts from the daggers. You won't leave here alive. Mister Plugg gave us the okay to off yous. He said you been sticking yer nose where it don't belong

dagger vs Jack: 1d20 + 3 ⇒ (11) + 3 = 14

dagger vs Viviana: 1d20 + 3 ⇒ (5) + 3 = 8

Jack
Viviana
------------------
Tam (E) (-4 HP)
Fipps (W)
------------------


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Moving in Jack tries to Punch Tam but not before asking for invoking his Judgement of justice
Attack: 1d20 + 3 ⇒ (12) + 3 = 151d3 + 1 ⇒ (1) + 1 = 2


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

"I haven't stuck my nose anywhere though?", Viviana questions, looking slightly confused as she strikes Tam again, this time unleashing a Stunning Fist on her first punch (DC 14).

Flurry: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (6) + 2 = 8
Flury damage: 1d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (1) + 2 = 3

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Jack slams his fist in Fipps drawing a light groan and a smile from the man as Viviana rains a flurry of blows upon Tam landing a solid hit. Tam begins to feel a bit woozy but quickly shakes it off

fort save: 1d20 + 3 ⇒ (12) + 3 = 15

It will take a lot more than that to finish this and you won't be so "handsome" after Fipps says to Jack as they both stab their daggers at the duo once again.

The pirate lands a solid blow as Jack seems to have really been seriously wounded

dagger vs Jack: 1d20 + 3 ⇒ (20) + 3 = 23
confirm crit: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6

dagger vs Viviana: 1d20 + 3 ⇒ (1) + 3 = 4

Jack
Viviana
------------------
Tam (E) (-7 HP)
Fipps (W) (-2 HP)
------------------


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Taking a step[ooc]5foot back[/b] back Jack smiles, wickedly. "Oh... you stupid son of a motherless... goat!"
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 With a sigh and a smile Jack feels his wounds close.


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

What about me, will I still look pretty?", Viviana asks curiously, as she flurries Tam again.

Flurry: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (3) + 2 = 5
Flurry Damage: 1d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (6) + 2 = 8

G@!+@+, those rolls


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

OH F. get back to better rolls.

Dark Archive

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Jack steps back to tend to his wounds and Viviana continues to swing at Tam. It looks as if she may begin to be getting tired though as her swings are mch slower and easier to dodge.

Tam and Fipps smile as they believe to have the upper hand and stab at Viviana and Jack, but they also seem to be swinging a tad bit slower.

dagger vs Jack: 1d20 + 3 ⇒ (8) + 3 = 11

dagger vs Viviana: 1d20 + 3 ⇒ (9) + 3 = 12

Jack
Viviana
------------------
Tam (E) (-7 HP)
Fipps (W) (-2 HP)
------------------


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Viviana throws a quick punch, before unleashing an elbow to the jaw of Tam.

Flurry: 1d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (12) + 2 = 14
Flurry Damage: 1d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (6) + 2 = 8

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Viviana slams her elbow into Tam's neck. As the elbow strikes she hears a slight snap of bones as Tam's body falls to the ground in a heap.

Jack
Viviana-flurry
------------------
Tam (E) (dead)
Fipps (W) (-2 HP)
------------------

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