Take what you can. Give nothing back. (Inactive)

Game Master Aku Warashi

"In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." -Bartholomew "Black Bart" Roberts

Party Health
Ambrose------10/10
Boldwin-------16/24
Dughal--------13/19
Sh’torek-------11/26
Nthanda-------18/18
Victoriana-----13/16

Man's Promise;
Battle Map;

Wormwood crew


401 to 450 of 499 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Nthanda does not resist as they are herded into the stinking bilges. She will suffer in silence-- not that she has much say in the matter, gagged as she is.

She listens stoically to the sounds of the pirates celebrating their victory over her ship. Probably she and Vic will be sold into slavery, she supposes. It is a bad fate.... but there are other fates that could be worse, too. She prays in the night to both Gozreh and Besmara, even if she's not feeling altogether kindly towards Besmara at the moment. Sometimes, she sleeps, but between the manacles, the pain of injuries, and the stink, it's rather difficult.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Dhugal will use his five actions to attempt to improve his standing with the crew by embellishing his role in the battle.

Bluff: 1d20 + 4 ⇒ (12) + 4 = 16
Bluff: 1d20 + 4 ⇒ (4) + 4 = 8
Bluff: 1d20 + 4 ⇒ (8) + 4 = 12
Bluff: 1d20 + 4 ⇒ (17) + 4 = 21
Bluff: 1d20 + 4 ⇒ (15) + 4 = 19


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

After the battle, Ambrose retreats to mend his torn clothes and find a few minutes of peace to process the reality of his situation. He considers his new status as a pirate in full and the myriad implications this might have if and when he could make his return to Korvosa. His father would certainly disapprove, but his circumstances of duress should prove a sufficient defense in any court should it come to that. Pushing thoughts of home out of his head, he finishes with a short prayer to Asmodeus before returning to the deck.

Seeing that the revelry has already begun, Ambrose takes a mug of rum and mills about. The crew seem in appropriately high spirits, so he takes the opportunity to consort with some of the usually-unfriendly faces in an attempt to turn things back around for them all.

Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19

Night falls, the moon rises, and the party shows no signs of letting up. Ambrose has wisely paced his rum consumption, but he's beginning to feel worn out. He's about to slip off to his hammock when he catches Peppery Longfarthing making eyes at him. Deciding he can hold sleep off for a little longer, he reroutes and disappears with her instead.

Returning both drained and rejuvenated, he makes the best of the rest of the party. It seems that even the officers let loose, so Ambrose takes the time to mingle with them, listening to their war stories and tall tales, searching for the grain of truth in every boast and filing it all away.

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21
Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21


The Storyteller

At dawn, a few hours after the celebration finally winds down, the ship’s bell sounds, calling all hands on deck. When the crew is assembled, a long line of captured officers and sailors from the Man’s Promise is brought on deck and paraded before the crew. Captain Harrigan addresses the captives first, offering a place on the Wormwood’s crew for any who want to throw their lot in with pirates.

”Defeated and lost in the sea. But it don’t have to be this way. We need able hands. I’m offering you a chance, to live freely as pirates.”
I’m assuming here that Nthanda and Vic accepts…

Several of the Rahadoumi sailors step forward; Master Scourge cuts their bonds, and the sailors take their places among the Wormwood’s crew. Harrigan then turns to address the Wormwood’s crew.

“All right, you scurvy tars! You’ve done a right good job by me—we’ve got a second ship now, and she’s quite a prize from the looks of her. But I still have only one crew. So here’s the plan—the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be worth a pretty penny as salvage.
“As for these fine fellows here”—Harrigan gestures at the remainder of the captured ship’s crew—“some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea!”

To make his point, Harrigan grabs one of the Rahadoumi sailors and throws her overboard to the accompaniment of cheers and laughter from the Wormwood’s crew. As the unfortunate woman sinks beneath the waves, many of the remaining sailors scramble to swear their loyalty to Harrigan. The officers are led belowdecks and the crew begins to disperse to their daily tasks.
As they do, Mr. Plugg and Master Scourge pick out several of the Wormwood’s original crew, telling them to be aboard the Man’s Promise within 10 minutes to set sail for Port Peril.
”Ye lot are to come with us!” Plugg says to the group and Scourge smiles evilly at them as they are chosen.
Then he walks over the Rahadoumi sailors and point to Nthanda and Victoriana ”Both of ye, report into the Man’s Promise within 10 minutes.”
You have 10 minutes worth of actions to describe. Do your best! Visit whomever you want to!


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Victoriana is more than a little horrified to see a sailor just thrown over the railing to drown, and she says little. But if she's got a chance, she'll want to speak a few words to Nthanda, in Polyglot (for safety).

To Nthanda:

"That funny-looking pirate, the one who kept shouting he didn't want to hurt anybody, I don't think he really wants to be a pirate. My guess is quite a few of the crew are slaves, and maybe they'd be looking for a way out, or at least a way to take the ship, just as much as us. It may pay to ask around, if we're careful."

Are we staying on the Man's Promise, then?


Nthanda believes that while there is life... there is hope. She cringes at seeing one of her old shipmates go overboard, but there is no saving her. The road to life, for now, is with the pirates.

When Vic speaks with her, she gives her a small nod in turn.

Polyglot:
"I think you are being right... right now, I trust nobody but you, maqi. We must be, as you say, careful."

She has nothing to pack: that makes life simple. Head down, Nthanda trudges back to her original ship, rubbing at her wrists and giving the one called Plugg a wide berth.

On the Man's Promise, she looks around for the pirate-that-hadn't-wanted-to-hurt-anybody.

"There is little room for being kind, on with pirates," she says cautiously.


M Undine Barbarian(Sea Reaver) 2
Stats:
Hp's 11/26; Init: +2; Perc: +6; AC 15/12/13; Fort:+6; Ref:+2; Will:+2; CMD 16

Having no desire to take part in any celebration, Sh'torek keeps to himself as he is relieved to find some time to rest and not have to worry about tasks. At least it is a small reprieve.

Anger rises within with the tossing of the sailor overboard, but Sh'torek manages to keep his calm. One day... he vows through narrowed eyes at the Captain.

After the Captain's speech, a small drop of hope enters into Sh'torek, thinking this is the moment he's been waiting for. The Captain will not be on this ship? This is the chance I have hoped for. Scourge and Plugg will soon pay. One way or another, either they will both be dead or I will.

Nthanda wrote:

On the Man's Promise, she looks around for the pirate-that-hadn't-wanted-to-hurt-anybody.

"There is little room for being kind, on with pirates," she says cautiously.

Sh'torek looks to the woman a moment as if trying to discern her intentions. Leaning in a bit, "I will never kill just for the simple fact of killing, EXCEPT, for those like them," he says with obvious venom as his eyes dart toward Plugg and Scourge. "Those lives I will not hesitate to end... or at least die trying." He then leans back out, his eyes still fixed upon her for a moment before finally looking away. Now, we shall learn...


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15

Victoriana, who's been following behind Nthanda (using her small stature to stay inconspicuous) steps forward and begins talking, quietly and very quickly, in rapid, properly-accented Taldan Common.

"Right... so I figure we're on the same boat, then. Literally. Press-ganging yer whole crew's a great way to make enemies. Maybe you even know a few others who feel the same way."

"Nthanda an' I here... bring a certain level of firepower to the table. It might be a while before we can try anything, but we're sure as rain not workin' for murderers any longer'n we have to. Ear to the ground, see? It'll be a bit harder without my tools, but we've got plenty a' time ta figure things out."

"Maybe you've already got a plan going, or allies—or maybe yer a whiny moper who's already given up. I dunno, but you probably know this crew a lot better than we do. I'll be playin' things safe: don't want to talk myself into trouble, so here's hoping I can keep passing myself off as a Mwangi sailor with... limited language skills."

"Stay in touch..." she whispers.

And then, taking a step back, she loudly spits in Sh'torek's direction (but aiming to miss him) and shouts, "We a' sharin' a boat wit' this coward? Eck!" And storms off, leaving a verbally-trampled Sh'torek and Nthanda to continue talking without her around.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Dhugal shrugs and boards the Man's Promise. As he passes Plugg he growls, "You and I still have a debt to settle."


M Undine Barbarian(Sea Reaver) 2
Stats:
Hp's 11/26; Init: +2; Perc: +6; AC 15/12/13; Fort:+6; Ref:+2; Will:+2; CMD 16

Sh'torek listens intently to the the gnome's words and remains silent, acting casually. But then as she slanders him and storms off, he looks to Nthanda stoically. "She is quite convincing," he states as a matter of fact.


The Storyteller

Plugg smiles an evil grin as he says "Ye got no idea..."


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Feisty one," Boldwin remarks in regards to Victoriana as she walks away. As someone who regularly put a beer in someone's hand after punching them out, it did not seem at all odd to him that the newly pressganged crew mates were expected to work with them.

He then claps Sh'torek on the back, chuckling. "Well, least you ain't gettin' yer ass keelhauled. Saves us the trouble of worryin' about it."


"She is many things," Nthanda says of Victoriana, deciding that is the most tactful way of putting it.

Nthanda rubs her burned hands one against the other, and continues to speak quietly to the tall stranger. "I am hearing your words, maqi. Some in this world are deserving of bad fate. Though our fates were set anyhow, I am thanking you, that your turned your blade away from death."

She gives Boldwin a grave nod as well. "I am being called Nthanda. It seems we are now crew, together. It is Besmara's choice."


M Undine Barbarian(Sea Reaver) 2
Stats:
Hp's 11/26; Init: +2; Perc: +6; AC 15/12/13; Fort:+6; Ref:+2; Will:+2; CMD 16
Boldwin Stonearm wrote:
He then claps Sh'torek on the back, chuckling. "Well, least you ain't gettin' yer ass keelhauled. Saves us the trouble of worryin' about it."

Sh'torek nods at the dwarf, "I cannot disagree, Boldwin. I cannot disagree," he says, a look of relief obvious upon him.

Nthanda wrote:

"She is many things," Nthanda says of Victoriana, deciding that is the most tactful way of putting it.

Nthanda rubs her burned hands one against the other, and continues to speak quietly to the tall stranger. "I am hearing your words, maqi. Some in this world are deserving of bad fate. Though our fates were set anyhow, I am thanking you, that your turned your blade away from death."

Sh'torek simply nods politely.

As she introduces herself to them, "And I am Sh'torek."


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Boldwin," the dwarf says simply to Nthanda, whether she heard his name already or not.

"And uh, sorry 'bout wavin' me sword at ya. Usually more of a fisticuff kinda guy. Nothin' personal, y'see."


The Storyteller

After a brief conversation, the pirates get their belongings, and head over to the man’s promise.

Cut-Throat Grok, cries as you leave, and just before you board the Man’s Promise, she stops Sh’torek and hands over a small package. Later, when he opens it, there’s an assortment of crampons, pitons, ropes, and other tools, made to facilitate climbing. Climber’s kit.

The skeleton crew of the Man’s Promise includes Mr. Plugg, Master Scourge, Owlbear Hartshorn, and all of the surviving members of the Wormwood’s original crew of sailors, as well Ambrose, Sh’torek, Boldwin, Dughal, Nathanda, Victoriana, Ambrose Kroop (whom the captain is glad to be rid of), Conchobhar Shortstone, Rosie Cusswell, and Sandara Quinn.

Once everyone is aboard with their gear expept, you know, Nthanda and Vic. Plugg has their armor and weapons, the Man’s Promise sets sail.

The Man’s Promise is a three-masted sailing ship, 105 feet long and 30 feet wide. A minimum crew of 20 is required to sail her. Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night.

The crew of the Wormwood has thoroughly ransacked the Man’s Promise, and besides those features listed below, the ship is empty beyond common items such as hammocks, lanterns, rope, and a few other mundane objects. At the start of the voyage, Mr. Plugg, the acting captain and Master Scourge, the first mate, assign the crew to berths and cabins on the ship;

B1. Main Deck: Two 10-foot-square hatches sit in the deck forward of the mainmast and open onto the middle hold. Between the hatches and mast, a steep set of wooden steps descends into the middle deck (area B8) 15 feet below.

B2. Foredeck: The foredeck rises 10 feet above the main deck. The ship’s nameplate on the hull reads Man’s Promise, but a DC 10 Perception check notices a second nameplate beneath it. This second nameplate reads the Motley. Further investigation reveals marks in the wood of the hull that indicate that a previous nameplate existed before that one, but it has long since been removed.

B3. Aft Deck: The aft deck sits 10 feet above the main deck, and steps lead up to an even higher deck behind the mizzenmast. The ship’s wheel stands just before the rail overlooking the main deck.

B4. Sterncastle: This high deck sits behind the mizzenmast, 20 feet above the main deck. A pair of light ballistas sit upon this deck, next to a box containing a dozen ballista bolts.

B5. Ship’s Boats: Two ship’s boats, a cutter and a gig (see the Skull & Shackles Player’s Guide for statistics), hang from davits on the gunwales just forward of the aft deck. The boats are lashed to the ship and require three DC 10 Profession (sailor) checks or Dexterity checks to launch. Each such check is a full-round action. Each ship’s boat has four oars and a single mast. The cutter can carry up to 12 Medium passengers, while the gig can carry up to 8 Medium passengers.

B6. Officers’ Quarters: This tidy cabin has two portholes to allow light and fresh air to enter. A hefty trap door sits in the floor, leading to the middle deck (area B8). Mr. Plugg assigns Master Scourge and those pirates loyal to him to this cabin. He also instructs the Sandara Quinn and Rosie Russwell to sleep there.

B6a. Officers’ Storage: These two storerooms are both unlocked and hold the lockers and personal effects of those pirates berthed in the officers’ quarters (area B6).

B7. Captain’s Cabin: The rear wall of this luxurious (by pirate ship standards) cabin holds four gilt-framed windows that rise the full height of the chamber. The cabin contains a luxurious hammock, a dining table and chairs, and a few chests and bookshelves. A trap door opens directly into the cook’s cabin below (area B11). The two doors opening onto the main deck and the trap door are locked. The windows do not open. Mr. Plugg has claimed this cabin as his own, and has also chained Owlbear Hartshorn to the mast with manacles and a 15-foot-long chain.

B7a. Captain’s Storage: These small storerooms do not have doors, but are separated by sliding walls that can also be removed and made into a folding table. The starboard compartment contains a small writing desk and a couple of chests.

B8. Middle Deck and Armory: The middle hold of the Man’s Promise is currently empty, though the weapon racks along the walls only need to be restocked to turn this hold into a working armory. Steps behind the foremast descend into the main hold (area B12). A second set of stairs against the aft bulkhead lead up to the main deck (area B1).

B9. Crew Berths: Ten supporting pillars behind the mainmast fill this spacious compartment, with room for over a score of hammocks. Plugg assigns all of the PCs and their friends to these berths, except for Sandara Quinn and Rosie.

B10. Galley: This sizable galley contains a large stove against the aft bulkhead and a single porthole in the starboard wall. In one corner, a derrick stands next to a trap door that opens into the secure storage below (area B13). The door is locked with a huge, good padlock. It takes a full round to raise or lower the line on the derrick, which can lift up to 200 pounds of cargo. The galley has been stocked for the journey to Port Peril, but the food is scant at best.

B11. Cook’s Cabin: This filthy cabin contains two dirty hammocks and a single porthole in the port wall. A rickety ladder ascends to a trap door in the ceiling, leading to the captain’s cabin (area B7). Ambrose Kroop sleeps here, and he has also stashed a small barrel of rum he managed to secure from Cut-Throat Grok before leaving the Wormwood.

B12. Main Hold: Essentially empty after being looted by the crew of the Wormwood, the main hold of the Man’s Promise contains a large water barrel secured to the starboard wall. Stairs behind the foremast lead up to the middle deck (area B8), while a trap door near the mainmast leads to the bilges, which contains two bilge pumps, forward and aft. If anything, there are more bilge spiders there than in the Wormwood.

B13. Secure Storage: This large compartment aft of the main hold is locked, but is presently empty.

==//==

As the Man’s Promise sets sail, acting captain Mr. Plugg and his first mate Master Scourge gather the crew together.

”Although this is a new ship,” says Plugg ”the rules are the same, though discipline on the Man’s Promise will be a good deal harsher than on the lackadaisical Wormwood.” he pauses a bit, to allow the message set in before continuing ” All crimes are now punishable with the cat instead of the whip. All of the crew keep the same jobs they had before on the Wormwood, but you will have to work a good deal harder, as the crew is smaller.” From now on, the DC to avoid fatigue for a daily task increases by +2, and PCs must now make DC 8 Constitution checks to avoid fatigue for those tasks where no fatigue chance previously existed. .

Master Scourge ensures that you continue to have the worst jobs of the crew.

As night falls, the sails of the Wormwood disappear over the horizon. Mr. Plugg does not believe in crew entertainment or rum rations, and anyone caught above decks after dusk without leave gets six lashes with the cat.

I’ll not ask for job tests anymore, since in that first part it not went that well. I’ll give you guys time to talk and to plot. Just add in your description, that you are still working, and even though you may still do things right, Master scourge always find a way to punish one or another.

==//==

Night passes and a new day begins.

The morning, before you all leave for your daily work, your friends approach you.

”If the Man’s Promise is sailing back to Port Peril, what is to become us?” one asks

”Mr. Plugg might decide to claim the Man’s Promise for himself and establish himself as a pirate captain in his own right.” says another.

”What is to become of the group of press-ganged crew?” another asks evidently anxious.

This spoiler is only available after you leave for the main deck.

Profession Sailor DC 15 or Int check DC 12:

The ship has changed course and is heading east toward Bloodcove, a notorious port on the edges of the Mwangi Expanse. Instead of Port Peril, as it was said.

Okay, we’ll engage a free-rp-part for now. You guys have some days to talk and know each other, and plot. I’ll ask for you guys try to really talk to each other, and avoid on-line-posting. Once I feel you are in good terms, I’ll move things forward. Don’t forget you can talk to the npcs, plot, threat, and try to convince then to join you. I’ll update the crew-list. If you guys are planning mutiny, remember that you’ll need allies.


The Storyteller

Man's Promise Map.

The Crew:

Sandara Quinn (female human): a fiery redheaded cleric of Besmara; job: swab; attitude: helpful.
Conchobhar Turlach Shortstone (male gnome): Conchobhar Shortstone is a handsome, honey-tongued gnome who wears a foppish purple hat, an eye patch, and a white silk shirt, and carries a dandyish cane; job: rigger ; attitude: Hostile
Crimson “Cog ” Cogward (male human): is a loner, and prone to incredible rages and dark moods. He wears a blue Varisian scarf tied tight around his shaven head to hide the scar left when his ear when bitten off in a bar fight ; job: swab ; attitude: Hostile
Rosie Cusswell (female gnome): Short but fierce, Rosie Cusswell has more muscles than most of the crew, and a fouler mouth than all of them put together ; job: swab; attitude: Helpful
Barefoot Samms Toppin (CG female human): a former fisherwoman from the Sodden Lands who never wears shoes; job: rigger; initial attitude: Unfriendly.
Giffer Tibbs (NG female gnome): a bedraggled gnome with one eye; job: swab; initial attitude: Friendly.
Jack Scrimshaw (N male human): a young lad talented at scrimshaw; job: swab; initial attitude: Friendly.
“Ratline” Rattsberger (N male halfling): a rat-faced halfling with long arms and three missing fingers; job: rigger; initial attitude: friendly.
Tilly Brackett (N female human): a tough joker who likes her rum; job: swab; initial attitude: Friendly.
“Badger” Medlar (N female half-elf): an older woman who shaves her gray hair into stripes; job: swab; initial attitude: Indifferent.
Shivikah (N female human): a very tall Mwangi ex-slaver; job: swab; initial attitude: Unfriendly.
Aretta Bansion (NE female human): a bad tempered ex-harlot with big ears; job: swab; initial attitude: hostile - Cannot be influenced.
Fipps Chumlett (NE male human): a fat, pushy bully with a shaved head; job: swab; initial attitude: hostile Cannot be influenced.
Jaundiced Jape (CE male half-orc): a humorless, greedy half-orc mute; job: swab; initial attitude: Unfriendly.
Maheem (LN male human): a big Rahadoumi with a permanent scowl; job: rigger; initial attitude: hostile Cannot be influenced.
Slippery Syl Lonegan (CE female human): an unhinged murderer who fled to sea to escape the gallows; job: rigger; initial attitude: hostile Cannot be influenced.
Tam “Narwhal” Tate (NE male dwarf): an old friend of Master Scourge with a large, ugly nose; job: rigger; initial attitude: hostile Cannot be influenced.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"I dunno. I don't like this one bit though," Boldwin answers, frowning.

Covers a few days...
Perhaps it was just Boldwin's imagination, but the tasks he had grown so accustomed to seemed even easier than usual. The ropes were lighter on his arms, he was not so miserable at climbing anymore, and in the kitchen, he actually had some semblance of insight on exactly what he was doing. As nice as it was to be able to get the job done with less effort than before, the idea seemed to sour - he did not want to get used to having Plugg as his captain. Well, least I don't gotta lick Harrigan's boots no more... He was not particularly fond of the Wormwood's captain, but he would have taken him over Plugg any day.

Making this roll in advance.
Profession (sailor): 1d20 + 7 ⇒ (15) + 7 = 22


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Int check: 1d20 + 2 ⇒ (16) + 2 = 18

Victoriana will try to spend what time she can during daily duties inspecting the ship, surreptitiously making repairs with Mending. If the ship is headed for trouble, it better at least be in better shape.

Craft (ship making) to look for damage: 1d20 + 6 ⇒ (3) + 6 = 9

When she meets other crew from the Man's Promise, she'll try to generally keep their spirits up.

Diplomacy (on known sailors): 1d20 + 8 ⇒ (7) + 8 = 15

And finally, after a day or so, she'll seek out Sh'torek again.

Words for Sh'torek:

"Looks like we're in for trouble. I don't think Mr. Plugg is following the captain's orders. If he's heading where I think he is, he might be planning to replace half the crew with meaner pirates, and that means up. So, who else on this boat can I trust?"


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Profession, Sailor: 1d20 + 4 ⇒ (18) + 4 = 22

Dhugal does the minimal amount of work necessary to avoid drawing the attention of the officers. During quiet moments he seeks out Boldwin, Sh'torek and Ambrose, "We need to take control of this ship. Plugg is steering towards Bloodcove, not Port Peril. That can't be good news for us. Let's recruit others to our cause."

Dhugal will attempt to build a rapport with Conchobhar Shortstone and Rosie Cusswell.

Diplomacy: 1d20 ⇒ 3
Diplomacy: 1d20 ⇒ 15


The Storyteller

Rosie is already helpful.

-Posted with Wayfinder


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Boldwin spends much of his free time chatting up his fellow crewmembers - or at least, the ones that did not seem to outright hate his guts.

Diplomacy (Influence Giffer): 1d20 + 1 ⇒ (13) + 1 = 14
Diplomacy (Influence Badger): 1d20 + 1 ⇒ (18) + 1 = 19
Diplomacy (Influence Ratline): 1d20 + 1 ⇒ (11) + 1 = 12

"Aye, so ye noticed too," Boldwin replies when Dhugal speaks to him and the others, "I don't trust Plugg as far as I can throw 'im. He already tried to get Sh'torek 'ere killed."


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Dhugal will approach Nthanda and Victoriana when the officers aren't looking, "Welcome to the crew - I'm Dhugal. We, like yourselves, are little more than slaves to Master Plugg. Soon something will have to be done to end his tyranny. Can we count on your support?"


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"But of course, Dhugal, I'd be happy to participate in that sorta' endeavor. Do you have a plan, though? I reckon the whole thing could be a little difficult, and I don't even have the tools to make myself some new tools."


The Storyteller
Black Dhugal wrote:
Dhugal will attempt to build a rapport with Conchobhar Shortstone.

The gnome look at your attempts, a sneer in his face as he says "Care to not get in my way? I don't have time to waste with losers and cowards." and then he walks away.


The Storyteller
Boldwin wrote:

Diplomacy (Influence Giffer): 1d20 + 1 ⇒ (13) + 1 = 14

Diplomacy (Influence Badger): 1d20 + 1 ⇒ (18) + 1 = 19
Diplomacy (Influence Ratline): 1d20 + 1 ⇒ (11) + 1 = 12

Ratiline and Giffer are together looking anxious with all the situation.

Boldwin, the reliable man, walk to them, and tell his nice words, with basically means. "Together, against Plugg, help each other". From Friendly to helpful

Then he approaches the elder half-elf woman, and using all his charm, to Rosie despair, win the old woman, talking her into joining them against Plugg and Scourge. From indifferent to friendly.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Diplomacy (to gather information on the situation): 1d20 + 8 ⇒ (16) + 8 = 24

And this seems to be enough for Victoriana to determine that Boldwin and Dhugal are trying to round up support against Plugg, so she'll help where she can. Still trying to play dumb, she'll approach the sailors she thinks she can speak to in Polyglot or Gnomish, which has the added benefit of being languages the pirate officers likely don't know.

Not sure how many I can influence, but it looks like Boldwin gets 8?

Diplomacy (Influence Conchobar): 1d20 + 8 ⇒ (20) + 8 = 28 Guessing that makes him unfriendly?
Diplomacy (Influence Conchobar): 1d20 + 8 ⇒ (17) + 8 = 25 (To indifferent?)
Diplomacy (Influence Conchobar): 1d20 + 8 ⇒ (12) + 8 = 20 (To friendly?)
Diplomacy (Influence Conchobar): 1d20 + 8 ⇒ (13) + 8 = 21 Probably helpful now

Diplomacy (Influence Giffer): 1d20 + 8 ⇒ (5) + 8 = 13 (To helpful?) EDIT: oops, guess this one's wasted

Diplomacy (Influence Shivikah): 1d20 + 8 ⇒ (16) + 8 = 24 (To indifferent?)
Diplomacy (Influence Shivikah): 1d20 + 8 ⇒ (15) + 8 = 23 (To helpful?)

And finally, of the remaining crew descriptions, Tilly seems the most willing to be amused by Victoriana's antics, so...
Diplomacy (Influence Tilly): 1d20 + 8 ⇒ (12) + 8 = 20 Successful?


The Storyteller

After spending some hours trying to understand the situation, Victoriana begins to talk with the other crew members, rousing then to their cause.
Over the next couple of days, during the day and the night, she approaches Turlach Shortstone, one of the most handsome gnomes she ever laid eyes in.
At first he was skeptical, her ongoing manner made something change. He would look up to her with more interest.
After the first initial contact, things got easier. They would talk, joke, chat, tell histories about their families.
Wanting or not, Vic ended up liking the guy! She never thought she would meet a fellow like him in this dammed ship!
Late night, on the second day, Turlach call her.He is friendly already. ”My honored and beautiful lady, I’ve arranged a surprise for you! Would you accompany me?”


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Perception: 1d20 + 3 ⇒ (7) + 3 = 10

"Bloodcove, you say?" Ambrose's eyes turn off to stare at the featureless wood of the ship. His tail flicks back and forth idly as the gears of his brain process the information. After a few moments, he looks back up. "That may be to our advantage, a blessing in disguise. We might make our escape at port. Bloodcove is hardly a bastion of civilization, but it should prove simple enough to secure passage on another ship." He pauses for a moment and looks meaningfully at Dhugal. "We could go home."


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Victoria (who has no idea that Bloodcove could mean actually leaving), is happy to follow Turlach.


The Storyteller

@Victoriana

The flamboyant gnome leads you into the main deck. The night is calm; the wind is cool and pleasant. The stars and the moon, as it seems, your only witness.
From the main deck, he leads you into the Sterncastle.
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
There, you find it he created a small ‘theater’, with only one sitting place in the audience.
Turlach, directs you to sit there as he whisper ”We are just above the cap’n cabin, oh adorable lady!” and then he after bowing, he walks away, going behind the ‘curtain’.
After some seconds, the curtain opens as the gnome began to sing, in no more than a whisper, at the same time, sound of instruments can be heard, even tho you don't see one;

He stands upon the salty,slippery deck,
Yelling yaargh matey ,
with a halfhearted pirate drawl.
He's not to impressed with himself,
not an eyepatch or wooden leg,
not even a hooked claw.
The parrot on his shoulder,
is a wannabee,
a sparrow that fell from the Crowsnest,
from high up above.
It has no quips ,or spikes,
or pirate quotes,
just nesting on his shoulder
with birdly kind of love.
Aye captain the crew responds,
snapping to their chores.
Tend the wheel ,lash the mainsail,
take the soundings
less we hit a reef.
The sea going life is not for every man,
walking the plank,storms and rickets.
Crabs in your knickers ,
really give you grief.
Aah but when the wind fills the sails to bursting,
yards of canvas strain to be free.
And the ropes play ,sea going music
of a tension melody.
A song that captures
every young buccaneers heart ,
and soul and fancy.
For the music of the wanderers life,
an endless expanse of blue,
bravehearts and fearless men find,
quite a bit too chancy.
Black Beard,Yellow Beard,
the famous Captain Blood,
were all fearless pirates of their day.
He truly knows that he can be,
a great one too.
If he could ever find that bleeping map,
and escape this landlocked bay.

Perform(Sing): 1d20 + 8 ⇒ (13) + 8 = 21
Intention?


Sorry again for my delay.

Profession Sailor: 1d20 + 7 ⇒ (18) + 7 = 25

The waves speak to Nthanda. She knows as soon as they have changed course that they are not bound for the destination mentioned. She tries to be interested by this, but for the first day, it is mostly a black despair that grips her: she did so little to stop these pirates from claiming the ship. She scrubs at the deck in the same place where she stood and found her magic failing her, several times: she remembers Vic dropping, and her own sullen surrender. Failure is a bitter pill. Nthanda scrubs and scrubs at the deck until her already-callused palms blister.

Still, to brood is not her natural state. Nature has fierce storms: but they pass, and the sun shines again. It could be worse, Nthanda tells herself: she and Vic are here together, and other friends also may be found. The one called Sh'torek seems water-touched, and kind, and his fellows seem.... not all bad.

Although she remains wary of Dhugal, recalling how he had seemed so bloodthirsty when the Man's Promise was taken.

Though she is tired each night, Nthanda does her part towards trying to sound out the others of the crew. She watches Vic with some admiration: the little one seems to have charm enough for a whole crew in her own right.

She watches the crew, and one evening seeks out Shikivah, the fellow Mwangi woman, speaking to her in Polyglot.

"We are far from the cool shade of green leaves, sister. I saw you burned your hands on the rope line earlier today. I have some art at healing, if you will permit it..."

Diplomacy, Shikivah: 1d20 + 7 ⇒ (17) + 7 = 24

She lets it be noised about the ship that she is a healer. Ship life always has aches and pains-- a wrenched ankle, a hand cut when the knife slips-- and she washes and binds the lesser injuries, and calls up the healing power of nature when simple cloth is not enough. Even when she is tired, she turns away nobody who comes forward with an ache or a pain.

When working along Badger in the hot sun, Nthanda speaks respectfully of the other woman's years, and addresses her as a wise elder, asking if she has any advice for them on this sea voyage... or in planning mutiny.

Diplomacy, Badger: 1d20 + 7 ⇒ (7) + 7 = 14

When she sees Jack Scrimshaw at his work of bone-carving, Nthanda pauses to admire it, and to play sincere compliment to his skill with the blade, and the detail of his carvings. A small thing, a few words of kindness in the midst of the backbreacking labor they are all enduring, but even small things can become big things, Nthanda hopes.

Diplomacy, Jack: 1d20 + 7 ⇒ (19) + 7 = 26


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Dhugal smiles an evil grin at Victoriana, "My plan is simple - kill Plugg. For now, try to gather support among the crew members. I'll try to recover your gear."

Dhugal looks wistfully out into the crashing waves when Ambrose mentions Varisia, "The truth is that the Cerulean Society rejected me a long time ago. I need to return from a position of power to regain my status. This ship will do fine."

He turns and looks the tiefling in the eyes, "We need to kill these fool officers for what they've done to us, Ambrose."

Dhugal will be begin slinking around the ship under the pretense of executing his duties. He will attempt to map out the rooms and will spy on Plugg's quarters.

Bluff: 1d20 + 4 ⇒ (2) + 4 = 6
Stealth: 1d20 + 8 ⇒ (10) + 8 = 18
Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Bluff: 1d20 + 4 ⇒ (10) + 4 = 14
Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
Perception: 1d20 + 5 ⇒ (19) + 5 = 24


The Storyteller

Dughal spend his days observing Plugg.
After some days, he knows all the layout of the ship, and where everyone stays. Just consider the ship description some post above;
Plugg sleeps in the captain cabin, his only company the simpleton Owlbear.
His other allies, sleep in room b6.


The Storyteller

The charming Nthanda, having told everyone that he was a healer, almost did not had any free time during the day or night.
The pirates seemed to invent afflictions, just to consult and chat with her. In those opportunities, she made some, already friendly pirates, more friendly still.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Victoriana will try to imitate Conchobar's song, while butchering the words horribly through a very heavy put-on gnomish accent.

Perform (sing): 1d20 + 4 ⇒ (15) + 4 = 19

And, in Gnomish, "I'm not too fond of this so-called 'captain.' He seems excessively cruel, and there's the whole 'throwing us into unpaid slavery' issue. But word on the wind is Plugg might not be captain too much longer. He's taking us off course to god knows where, and there might be a bit of a scuffle later—if things get a bit tetchy, can I count on you to stand aside?"


The Storyteller

Out on the shore he looked away, drawn by the oceans crashing waves; out on the shore her
heart it broke, as she watched him stop to smoke.

They knew that ties of love would sever, that he would go away forever; ne’er to return to
this shore, ne’er to see her, his love, anymore.

And so the sloop the pirate boarded, where all his treasure he had hoarded; away he sailed
to far new lands, to take from others with his hands.

Though he seemed so heartless and cruel, even he had loved a girl; and on a shore so far
away, they hanged the pirate there today.

She heard the news, her heart it wept, and so she plunged into the depth; her body found
broken and maimed, death the choice she had claimed.

Perform(Sing): 1d20 + 8 ⇒ (13) + 8 = 21

The gnome continues to sing.
After the music is done, He looks serious as he whisper I know what plug wants, I know what he plans to do. Would you drink a cup of wine with me while we talk? he says after piking up a bottle of wine and two cups. He pours one for you and one for him.

DM thing, don’t look!:

1d20 ⇒ 12
1d20 ⇒ 16


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"If you keep talking, sure, why not," is Victoriana's reply. She's not had a whole lot of experience with wine or music, but these are the sort of thing her people are supposed to be interested in, so she figures there can't be anything wrong with indulging a bit more when it might get her some useful information.


The Storyteller

The gnome smiles as you drink!

Cool! Vic, you just drank a Elixir of Love! Please, do a will DC 14 for me or become enraptured with Turlach for the next 1d3 ⇒ 2 hours!


The Storyteller

”But oh, adorable lady! Let’s not stain this lovely night with such of a conversation! ” he says kneeling at your side and taking your hand.
If you pass the test, you can act normal, but you don’t know you drank an elixir. If you fall, please RP accordingly.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Will save: 1d20 + 3 ⇒ (8) + 3 = 11

Well... I suppose some of that evening will be left to the imagination. I guess the real question now is how much useful information Victoriana gets out of the whole encounter.

EDIT: Although on second look, the elixir is just a Charm Person effect, and Conchobar is probably the best looking guy on this boat, so eh, who knows... Vic might just be less impressed with him in a few hours.


If Nthanda were not so weary from the long hours of maintaining the ship and then seeing to the nicks and scratches of what feels like every swab and salt, then she would likely be amused by the gnomish duet happening. As it is, that night she collapses into her hammock for the few hours of sleep that Plugg allows them.

As I'm understanding it, I can make five more checks? Please ignore any checks I make in excess of what's allowed. Also, if/when you get a chance, can the spreadsheet of who's friendly/not be updated a bit more?

She does seek out Sh'torek, Dhugal, Boldwin, and Ambrose during the few minutes of communal mess-- in hushed tones over ship's biscuits and watery soup, she asks them how each of them came to be on the Man's Promise, and from where they hail originally. They are not, in some cases, the people she would have chosen to associate with of her own volition... especially perhaps the tiefling... but any port in a storm, and any friends on a pirate ship.

And, when she tends the wounds of the sailors, Nthanda continues to try to slip in words of friendship-- and subtle words of assessing motives, intentions, and loyalty to Plugg. She tells the people she treats of the fact that they're not headed to their original destination, and that who knows what dark fate Plugg really has planned for them...?

Diplomacy on Shikivah: 1d20 + 7 ⇒ (11) + 7 = 18
Diplomacy on Shikivah: 1d20 + 7 ⇒ (6) + 7 = 13
Diplomacy on Shikivah: 1d20 + 7 ⇒ (6) + 7 = 13
Diplomacy on Barefoot Sam Toppins: 1d20 + 7 ⇒ (10) + 7 = 17
Diplomacy on Barefoot Sam Toppins: 1d20 + 7 ⇒ (9) + 7 = 16


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Is Dhugal able to discover where the gear of Victoriana and Nthanda is kept?

During a time when he knows Plugg is away, Dhugal will pick the lock on Plugg's door (if necessary) and will slip into his chamber to search his room.

Disable Device: 1d20 + 4 ⇒ (8) + 4 = 12
Disable Device: 1d20 + 4 ⇒ (15) + 4 = 19
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 5 ⇒ (14) + 5 = 19


The Storyteller

Dughal, you don't see anywhere else those items may be stored save for the captain cabin.

You wait until Plugg is busy elsewhere to try opening his cabin, but the locks on the door are something else entirely.

They are too much complicated, you don't understand how they works, making it impossible for you to open it. It's a DC 30 to open the door.


M Undine Barbarian(Sea Reaver) 2
Stats:
Hp's 11/26; Init: +2; Perc: +6; AC 15/12/13; Fort:+6; Ref:+2; Will:+2; CMD 16
Victoriana wrote:
"Looks like we're in for trouble. I don't think Mr. Plugg is following the captain's orders. If he's heading where I think he is, he might be planning to replace half the crew with meaner pirates, and that means up. So, who else on this boat can I trust?"

Snake glances around before responding to Victoriana. "Boldwin, Dhugal, and Ambrose. They are the only ones I trust. There are others I believe they've turned to our cause, but we shall see."

Black Dhugal wrote:
Dhugal does the minimal amount of work necessary to avoid drawing the attention of the officers. During quiet moments he seeks out Boldwin, Sh'torek and Ambrose, "We need to take control of this ship. Plugg is steering towards Bloodcove, not Port Peril. That can't be good news for us. Let's recruit others to our cause."

Sh'torek's eyes narrow. "Then we shall take control. If we are headed to Bloodcove, then that will be Plugg's final destination," he vows.

Nthanda wrote:
She does seek out Sh'torek, Dhugal, Boldwin, and Ambrose during the few minutes of communal mess-- in hushed tones over ship's biscuits and watery soup, she asks them how each of them came to be on the Man's Promise, and from where they hail originally.

"I left home to try my hand at sailing. I was finding the experience to be fascinating. I learned a great deal from the different ships I was working on. Although, none were pirate ships until this one. I was taken by surprise just before going for a swim. I was knocked out and I woke up on the ship that attacked you and the others. That is it."

Trying to get something in there for now. Probably mid next week before some "normalness" arrives. Sorry.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Dhugal will attempt to influence Jape. "That was nice fighting when we boarded the ship, Japes. Just stick with me mutton chops and you'll be rollin in the gold."

Diplomacy: 1d20 ⇒ 7
Diplomacy: 1d20 ⇒ 16
Diplomacy: 1d20 ⇒ 11
Diplomacy: 1d20 ⇒ 9
Diplomacy: 1d20 ⇒ 12


Sh'torek wrote:

"I left home to try my hand at sailing. I was finding the experience to be fascinating. I learned a great deal from the different ships I was working on. Although, none were pirate ships until this one. I was taken by surprise just before going for a swim. I was knocked out and I woke up on the ship that attacked you and the others. That is it."

Nthanda nods, listening. "No-body of us joined with free will, ayah? But, where are you being from... originally..." she says, with a surreptitious look at his blue-tinged skin, hair, and eyes.


The Storyteller

The days passes and the same routine is maintained. Plugg and Scourge always find or create a way to humiliate or punish you. Your backs already marked from his abuse.

A storm hits the Man’s Promise in the early hours of the fourth day. The wind blows with incredible force, driving the Man’s Promise far off course. The ship is tossed about on the high seas, and all hands are called on deck to work, including the cook’s mate. All of the crew is required in the rigging, and the You are assigned random tasks.

Toward dawn, as the sky begins to brighten almost imperceptibly, the storm redoubles its ferocity, and dark shapes loom out of the sea all around the ship—small islets and coral reefs that dot this area.

At this point, the storm is considered a powerful storm with strong winds (Core Rulebook 438–439), and visibility is practically zero, making Perception checks all but impossible.

Is it at this point, when you are working your arsses off to trying to maintain the ship, when some small, ugly creatures attack!
With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below.

K: Dungeoneering DC 15:

Those small aberrations are known as GRINDYLOW.
They can, when in danger, swim backwards with an amazing speed.

K: Dungeoneering DC 20:

Those small aberrations are known as GRINDYLOW.
They can, when in danger, swim backwards with an amazing speed.
Their tentacles can’t harm you, but they can be used to make you fall.

Ambrose: 1d20 + 2 ⇒ (16) + 2 = 18
Boldwin: 1d20 + 2 ⇒ (4) + 2 = 6
Dughal: 1d20 + 5 ⇒ (11) + 5 = 16
Nthanda: 1d20 + 1 ⇒ (19) + 1 = 20
Sh’torek: 1d20 + 2 ⇒ (2) + 2 = 4
Victoriana: 1d20 + 1 ⇒ (11) + 1 = 12

Enemys: 1d20 + 4 ⇒ (9) + 4 = 13

The Reckoning.

Round 1-

Ordered Initiative-
Ambrose: 1d20 + 2 ⇒ (16) + 2 = 18
Nthanda: 1d20 + 1 ⇒ (19) + 1 = 20
Dughal: 1d20 + 5 ⇒ (11) + 5 = 16

Enemys: 1d20 + 4 ⇒ (9) + 4 = 13

Victoriana: 1d20 + 1 ⇒ (11) + 1 = 12
Boldwin: 1d20 + 2 ⇒ (4) + 2 = 6
Sh’torek: 1d20 + 2 ⇒ (2) + 2 = 4

Active Effects-

Map-

Link

Notes-

Map updated.

Action-

Ambrose, Nthanda, Dughal, post your actions.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Any knowledge we can use to learn more about these things?


Nthanda clings to the rigging and the rails barely able to go about her tasks, with the storm raging around them. It's all she can do to keep her footing, but when the ugly little sea creatures make the deck, she growls her exhausted misery out into one wordless noise.

She steps back, feet sliding on the slick wood, and touches her shipmate Vic. It feels redolent of the battle that led them to this in the first place. "May the wind be blessing you!" she yells to Victoriana.

Shield of faith, +2 to Vic's AC. And currently Vic and Nthanda have neither weapons nor armor, correct?

151 to 200 of 499 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Take what you can. Give nothing back. All Messageboards

Want to post a reply? Sign in.