Skulls & Shackles (Inactive)

Game Master Foxy Quickpaw

Where everyone has to be a pirate if he wants or not.
Apothecary Map
Apothecary Map II


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Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Loremaster take 10 + 11=21

No this looks to be the map to Cyrus Wolfe's legendary lost treasure. According to the stories, this is is guarded by something that the captain called from Hell, and every ship that has pulled into that cove to look for it has never been heard from again.

So we may not want to take the full crew, as this might be really dangerous.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"Nice. But first things first. Would you use your charm on some of the crew to find out what they wanted here? It is a bit much to believe in coincidence that after years of nothing we make a visit to the Rock and within a week they too." Besmara tells.

"I'll take a look if I find that on the maps." She grabs Isabella at her bikini top and drags her into the captains cabin.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"WE could be just puttin' her body in a barrel of brine to keep it preserved."

K. Local: 1d20 + 10 ⇒ (13) + 10 = 23

Estelle chews over not taking a few crew members but realizes it is best to do these missions with just the regulars.

"So we be leavin' now?"


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

Besmara takes a closer look at the sorceress' body and decides to drop it on the floor. Having it on the table would be more comfortable, but smearing the maps with blood is not.

Knowledge(Geography): 1d20 + 5 ⇒ (2) + 5 = 7
Trying to remember where she saw that cove leads to nothing.
Prof(Sailor): 1d20 + 13 ⇒ (13) + 13 = 26
But systematically searching through the maps reveals the position.
"Yesss!" she says and marks the position and starts calculation a course from The Rock.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

We could just skin the map off and tan it a little. Maybe a bit o magic to keep it from stinken.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Lito looks over the few crew left from the Thresher. And then with the help of the crew rounds them up and drags two of them to the into different storage rooms in the Rock.
Sense motive to identify who is in charge and who is most scared: 1d20 + 19 ⇒ (18) + 19 = 37

Then he interrogated each individual seperatly saying:

You men cost me a number of guards and crew members, I'm the only thing standing between you and a shallow grave right now. Cooperate and answer my questions and maybe things will turn out well for you, but if you don't, well I assume the sailors and guards will both want their pound of flesh.

Why did your crew choose to attack us here and now. And don't tell me you were just following orders.
When did your captain get her tattoos ?
Why should I go through the effort of convincing the crew to let you live. What special skills will you bring me
And finally what was your captain looking here?

And don't even think of lying, if your and your companions stories don't match, I will probably leave you both to the guards to make you a plaything.

Diplomacy on leader: 1d20 + 19 ⇒ (14) + 19 = 33
Diplomacy on scared crew: 1d20 + 19 ⇒ (1) + 19 = 20


Narrator

Dark interrogation room with a table and two chairs and a bullseye lantern directed at the face of the one interrogated.

No one is really in charge but you find one who still manages to stand upright and look you into the eyes. With Isabella and Knuckles dead there are no loyalties hindering him and loyalties are a fleeting thing with pirates anyway.

"Hey, we ARE just following orders. But our captain musta gotten a bounty on yer head as the order was simply ta kill ya. That green toothy guys chief musta pay."

"Inkskin eva had that ink on her back since I knew. That map there is telling where the shark guy chief is."

"And hey, we all be pirates. Imma sure ye can use more hands. Ye have another ship ta sail now."

The scared guy is no fun to talk to as he stutters a lot and knows little, but what he tells matches with the information from the other guy.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

What else can you tell me about this greeen toothy guy?


Narrator

"Nothing. I haven't seen him. I guess he's like the other sharkmen just with a crown?" he shrugs.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Lito leaves the prisoners in their cells and heads back to gather the officers and his wife. Once they are gathered he relays what he found.

So it sounds like the sharkmen are not only behind the multiple assaults on the rock as well as the the guardian and of Captain Wolfe's treasure.

So I think we have two decisions before us,first what do we do with the captured crew? Do we restock the stones guards,, expand the town around here or add them two the crew?

Second, who do we send to take our vengeance on the Sahaguin and capture the treasure for us all.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

Besmara scratches her head. Make pirates to land lubbers? And do we subcontract our pirating? with all the question marks over her face she looks a bit goofy.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"I be thinkin' it is all connected, we get to the island we be findin' green toothy guy and a treasure. Might even be savin' this ol' island a swell." Estelle is ready to head out to seek some vengeance.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Seeing the confused look on the Captains face Lito says:

Captain, thinking of only one ship is too small. If we really want to make it big we need to run a whole fleet. It would be best if each ship could operate independently, in small groups or as one huge hammer of a fleet.

That means having a place of strength to meet up, repair, plan our attacks and sell goods.

The Rock is a good start, but having more services here would be a good next step. Some place to squib ships, let the sailors blow off steam, and having some extra watchable that can swap out on shore leave would allow us to take longer voyages and not run the crews into the ground with constant battles.

The crews left here could also use the second ship to nab whatever plump prizes go by as well as assist in the defense of the rock. it would allow us to be working at two places at once.

People obviously have figured out where we are based out of, let's turn that to good use and give them a place for pirates to gather so we have a ready group to restock the crew if we take losses or gain more ships.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

So get workmen here to make houses? More people like cooks,wenches and others?


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"Great idea that is to extend our base. But as Noonan tells we would need to get some artisans from a bigger town. But to do squibbing? Don't you think the place is a bit too well known for that?"

"But for now we have no housing to start this, aye?" Besmara comments.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

We should get Agasta involved in this discussion as she would have to be heavily involved in all this, but if we are just looking at housing and raiding from here, we do now have a second floating pirate ship. We could leave the majority of the crew here to raid and live on the Kracken, while a smaller strike group of us tackles the Sahaguin threat with the second ship.


"I would appreciate to get more people here. There might even grow something like a social life here." Agasta comments.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan scratches


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

A social life, lots of excitement and plenty of money. We lightly tax, drinks, brothals, gambling dens the market and fighting pits. That gives the crews a place to relax and enjoy themselves. The taxes go to cover the cost of guards and town improvements.

We should probably start with a tavern and a few houses for builders and whoever grows or catches the food. Once we have a stable base, we can start advertising it and attracting customers. But this is more your domain Dear, do you want to work to think up some plans while we tackle the Sahaguin threat? Lito asks his wife.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"Me mum was a wench at a tavern, but if ye call her a wench ye will be eating yer teeth. She can be runnin' a tavern that we get up and runnin." Estelle smiles at Lito


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

If you do that, then I wouldn't be able to get more food for Captain Pluck. Surely you wouldn't want to anger the great Captin Pluck'!. Lito says with a big grin at the bird.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

*SQWAK!* Make you walk the plank chicken-legs.


"Get some carpenters and a shipload of wood. We'll plan what we put into the buildings until you get that." Agasta replies.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"Ye heard her, lets go shoppin' fer this ol' island o' yers there Lito." Estelle goes back to the ship to check on Flipps and the other crew.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

So head back to Port Peirl or Deal with the sharkmen first?

Or do we split up and send most of the crew to gather supplies while we tackle the sharks?


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"I'd say we go with all men and all ships after the sharkmen and settle that once and for all. They are a pest." Besmara tells. "We can go shopping afterwards."


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Make shark soup. Turnabout is fair play.


Narrator

And so everyone goes to his/her position. Agasta back to the Rock, and the pirates to the ship as Lito regroups them. With the two ships the journey towards Mancatcher Cove starts.

You sail into the archipelago of small, nameless islands of Mancatcher Cove, the cove itself is easy to locate, piercing the eastern flank of the westernmost isle, which is also the archipelago’s largest. The islands are surrounded by nearly sheer rock cliffs with few beaches, and are buried under a shroud of prolific jungle growth.

Mancatcher Cove forms an almost perfectly round bowl in the side of this jungle-cloaked island. The water in this circular bowl is an almost indigo hue compared to the turquoise of the waters surrounding the island, hinting at the extreme depth of the cove. Cliffs surround the bowl on all sides except the entrance, and a few small beaches have formed where the water meets the rock face. The jungle grows thickly atop these cliffs, the massive trees spreading their branches out and over the cove. From these trees a series of interlaced vines have grown like a loose net canopy 100 feet above the water, giving the cove a cavelike quality in the shadows of predawn or twilight. More vines, creepers, and roots extend down the cliffs, creating a dense maze of twisting tendrils that shroud numerous dark hollows in the rock.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

Besmara orders to reef the sails and to anchor outside the archipelago. "We're entering their home turf now. How are we going to approach?"


Narrator

Archipellago

The map tattooed on the Isabella Locke’s back depicts the outlines of several small islands. A stylized half sun sits to the right of the islands, while simple images of a monstrous eye and the face of an aged, bearded king are to the left. Beneath the map are five lines of crude verse:

From blue bight’s embrace
Spy the Grave Lady’s prize tooth
With the Dawnf lower’s first kiss
Climb the Captain’s wayward orb
To claim old king’s hoard


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan scratches head. How we fight underwater?


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

The spacing is strange in that verse... I wonder if it is intentional.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"What do ye mean? How do we be assualtin' the island if there be only one way on ta it from here?" Estelle picks up a shield.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"Well, we could just sail in there. That would be the obvious solution. Or we land on the outside and go over land. Or we fly? At least pluck could do that. Maybe out resident mage can cook something up." Besmara replies.


Spellcraft (Alter Self): 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft (Invisibility): 1d20 + 11 ⇒ (11) + 11 = 22
Spellcraft (Cats Grace): 1d20 + 11 ⇒ (18) + 11 = 29

Yep all three spells from the scrolls are going in his spellbook

On hearing him being talked about Chay looks up from where he is busy copying the new spells from the scroll into his spell book.

Captain I can't make any of you fly yet. I'm working on that, but the pattern for doing that still escapes me. But I could stop you if you fall, so if you wanted to try climbing the cliffs I could help there.
Or, If you give me a bit of warning, I could also make up to four people swim very quickly or be able to breath under water for a few minutes. The spell I'm thinking of creates a bubble of air, so I could put one on your gun and let you shoot that underwater.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

I don't suggest we just sail in there. The stories say, a number of ships have been lost doing just that.


Male Gillman Water Kineticist 2 ____ 34 HP

"We could also put the necklace to the test and I could try scout for us."


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"If you think you can make it out safe again that would be worth a try." Besmara replies. "The more we know the better. Can you make him invisible?" she asks Chay.


Well yes.... but I don't think underwater it would work the way you want. I think he would be a big person shaped hole in the water.


Male Gillman Water Kineticist 2 ____ 34 HP

"A hole is harder to see than I am." Trytton says shrugging


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"Aye true" Estelle paces around the deck with the waiting.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Pluck ponders about making his move and assuming control when most of the two-legs are gone.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"Ok. That's a plan. Get Trytton set up and then we'll see how we proceed once he is back. How long will it take you until we shall assume, you're lost?" Besmara asks.


Male Gillman Water Kineticist 2 ____ 34 HP

"Well how long does the invisibility last? I would like to be back before then."


It should last about 4 minutes or until you attack. So you can't lollygag in there.


Male Gillman Water Kineticist 2 ____ 34 HP

"Let's go then." Trytton says as he indicates for Chay to cast the spell


The group heads up on deck and when everyone is all let he twists his ring and casts invisibility on Trytton.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

We got any more water breathing magic?


If we wait until tomorrow, I can do that, but today I only have one spell to make you swim faster memorized.

If they are going to be asking for all kinds of strange magic, I need to start leaving a slot open so I can change up quickly...


Male Gillman Water Kineticist 2 ____ 34 HP

The crew hears a splash as Trytton dives off the side of the boat. He focuses on his swimming, and soon the motion of the tail becomes natural to him.

240ft a round as a run action, 21 rounds before fort saves:
Fort: 1d20 + 10 ⇒ (17) + 10 = 27
Fort: 1d20 + 10 ⇒ (14) + 10 = 24
Fort: 1d20 + 10 ⇒ (18) + 10 = 28
Fort: 1d20 + 10 ⇒ (6) + 10 = 16
Fort: 1d20 + 10 ⇒ (10) + 10 = 20
Fort: 1d20 + 10 ⇒ (9) + 10 = 19
Fort: 1d20 + 10 ⇒ (8) + 10 = 18
Fort: 1d20 + 10 ⇒ (18) + 10 = 28
Fort: 1d20 + 10 ⇒ (9) + 10 = 19
Fort: 1d20 + 10 ⇒ (19) + 10 = 29
Fort: 1d20 + 10 ⇒ (9) + 10 = 19
32 rounds running at 240 ft per round, 7680 ft. How far is it around the entire archipelago?

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