The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
The Many-Faced GM wrote:
Aerel is on Mailsail duties, and spends most of his day raising the lowering the mainsail. DC 10 Profession (sailor) check or Strength check. Also a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Work diligently (sailor): 1d20 + 8 ⇒ (3) + 8 = 11

CON check: 1d20 + 2 ⇒ (8) + 2 = 10

Aerel watches the movements of the loud barking human as he spouts his unintelligible gibberish at him and the others. When he jabs a finger at the elf and several others and then motions towards the mainsail, the impressed sailor moves with the others and quickly comes to realize that they are to hoist and lower the sail as needed; easy work in this weather. He goes to his duties and stays focused on the other sailors at the task to ensure he is not caught unawares by the foreign words and gestures.

Only once during the day, when he notices one of the new women making repairs on worn lines, does he step away from his post and motion for some of the hempen odds and ends before moving back to position in time for the next maneuver.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

As the pirate rushes past Nivian, she attempts to stop him in his tracks by tripping him. Basically trying to make him trip over my leg or something of the sort
Attack of Opportunity - Trip Attempt: 1d20 - 2 ⇒ (8) - 2 = 6
But fails-if by 10 or more, she's prone herself , but quickly gets up again and runs up to the deck, placing the cutlass in her belt. When Sandman lets go of the woman, Nivian takes the time to speak to her, too: "And make sure your friends know it's unwise to go up against us. If we are attacked again, such mercy will not be shown."

Daily Job: Rat-Catching again: Back at the job she already did yesterday, Nivian feels her talents are wasted, but knows better than to complain.
Dexterity DC 10: 1d20 + 3 ⇒ (16) + 3 = 19
She already knows what to do, so things should go better today.

Daily Task: Influence Person: Looking for the gnome of yesterday, alternatively any other person that does not seem outright hostile. If things come crashing down at some point(=mutiny), we want as many friends among the crew as possible.
Diplomacy: 1d20 + 2 + 2 + 1 ⇒ (10) + 2 + 2 + 1 = 15
Trying to befriend more people/someone else.

Exception: If working with Sandara, and she seems to have trouble, I instead work diligently to support her.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
--Sandman-- wrote:

Before Rhemus headed to the Galley, Sandman asked "I have a favor to ask. See if Mr. Kroop would be willing to part with a jug or bottle of something. I need to bribe our quartermaster."

Rhemus will smile knowingly at Sandman's request, and nods saying, "At the end of today's work shift meet me by our bunks. I will have what you need."

Then he moves on to the galley to help Fishguts slaughter and prepare a pig for tonight's feast:
Profession Cook + Guidance: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Rhemus spends the morning chasing, slaughtering, gutting and carving a little piglet. He will set aside a few choice cuts for his newfound brothers in arms, and makes small talk with Fishguts trying to learn some details about his experience, a Captain Harrigan and the Quartermaster Grok.

Daily Activity - Influence NPC: Fishguts
Diplomacy + Enhanced Diplomacy: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Rhemus will specifically try to find out if Fishguts has always been a Cook or if he has experience fighting and boarding ships. He will want to know how successful has Captain Harrigan been in recent years providing bounty for his men, and what role does the Quartermaster play in the daily running of the ship.

If Rhemus is successful in influencing Fishguts, he will press deeper with his questions

Seeing that Fishguts is willing to talk, Rhemus will pour the good Cook a cup of rum and one for himself, "Mr. Kroop I need to ask you for a small favor... I have business with Quartermaster Grok and was wondering if you had any suggestions on how to 'butter her up', if you what I mean."


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar once again tries to mostly focus on getting the job done right, especially after the 'fight' downstairs.

Profession (Sailor) diligent: 1d20 + 9 ⇒ (4) + 9 = 13


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum watches the pirates slip, stumble, and slump their way back up the stairs. They are lucky. They still have skin, have flesh, their bones not visible. maybe they have learned, learned to not test me, us. He looks to the others. Sandman appears to have taken a few more blows than the rest, Rhemus a few as well.

Rillum puts down the stool, and fetches the lit lantern before it sets the hammock on fire safety first! replacing it on its hook. He steps up the stairs near the end in time to see the look of disappointment on Grubb's face. The freebooter still stinking of oil gets a hiss as he passes, and Rillum receives his orders for the day with a touch more satisfaction than yesterday.

DC10 acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10
DC10 constitution: 1d20 + 2 ⇒ (16) + 2 = 18

He uses his freedom to linger in quartermaster's room long enough to get a good long look at where the contents are located and how they might be guarded, especially to see if he can see his backpack and kit.

perception: 1d20 + 8 ⇒ (9) + 8 = 17


Curse of the Crimson Throne Roll20

Most of the crew are quiet today with a lot of people putting their focus into their work. The work shift seems to fly by quickly and despite the hard work, no one feels nearly as tired as they did the day before. You do notice that your breakfast pals haven't been seen all day.

Aerel:
Your work shift passes uneventfully. So I'm interpreting that as you're trying to get rope from Baltzar (as a new girl). Is that accurate?

Baltzar:

Your work shift passes without incident. You can also have Romello perform some daytime ship activities, like sneak, or he could help some work under certain circumstances. He could also sleep and try to perform some nighttime or "sleep" jobs if you like. Just trying to get an idea of what he would be doing while you are working.

Sandman:

A few hours into your bilge work, the hatch opens and Grok is standing above you. "Here, take 'em. Bloody things are cursed, cursed I tell you, and I want no part of 'em" she says as she drops a sack down into the bigle with you and closes the hatch again.

Rillum:

While making your laps just about all over the ship, you do come across the Quartermaster's store. From the cage window, you can see some small sized backpacks, and your pack is among them. Assuming you check out the store before 3pm, Grok is inside apparently doing some inventorying. After a moment, she notices your presence ans asks "What can I do for you little one? Got some coin? Looking for something in particular?"

In addition, while making runs, at one point Mr. Plugg gives you a note to deliver to Peppery Longfarthing. He tells you that she's in a small cabin room on the main deck level, room A4b. You approach the locked door and knock. You can hear the sound of several locks being unlocked, and when the door finally opens, you can't help but notice the rather unusual but highly stocked laboratory within. Once presented with the letter, Peppery slams the door closed again and you can hear the locking of multiple locks.

Rhemus:

"It's poison, this ship, but don't let anyone hear you say it aloud. The hull itself listens, see, and the cap'n hears it all. Poison the Wormwood is, though, rotten to the core. You'll not meet a more nasty, sour piece of work than Cap'n Harrigan in all your days at sea, and his crew's the same. 'specially the first mate, Mr. Plugg. Vicious little sod, he is. He'd take his own mother's liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can't 'arm 'em."

"Hmm, advice on Grok, you say? Well, she's one of the more decent crew, not murderous scum like most. She takes being quartermaster seriously, hard to say if she wants to or just knows enough to do it so she's not killed. Keeps decent records too, why earlier this week she noticed something missing and had Mr. Plugg search all the lockers. She didn't find what she was lookin' for, but that's when they did catch ol Jakes Magpie. Anyway, a decent bottle of wine and she'll warm right up to you. Or brandy...really just something besides rum will do."Fishguts attitude has improved to Friendly towards you.

Nivian:

You find yourself working on the same deck with the gnome for several hours of your shift. You notice that he continues to have a hard time keeping his eyes of you, and Sandara, and pretty much any of the female pirates. He introduces himself "Conchobhar Turlach Shortstone is my name, and please do tell, what yours may be?" He is a rather handsome little gnome, well dressed and well spoken, and obviously a flirt. He's only been on the ship a day or two longer than you, and while still a young man, he walks with a cane.
You have improved his Attitude to Friendly towards you.

DM Rolls:

Percentile: 1d100 ⇒ 50


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

The hatch was slammed too quickly for Sandman to say anything so he simply opened the bag and retrieved his mask.

He hung it on the shackles where he'd killed the man the night before. Jakes, they'd called him. He hadn't even asked the man's name before killing him. He only knew because they'd keelhauled his body. There was a twinge of regret. He gave it to the mask.


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

You killed a man without me? I'm so proud. Also jealous.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"It was a mercy. Painless. You would not have enjoyed it."


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

What a waste.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"There will be others. You would have enjoyed this morning. Now, what did you do to the Quartermaster?"


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

I smiled at her.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman rolled his eyes and went back to work. "That would do it. Now I really owe her that bottle..."


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish
Grok wrote:
"What can I do for you little one? Got some coin? Looking for something in particular?"

"I look for my recipes, my spices. My gold, funds, are missing, lost recently in unfortunate incident. " Rillum attempts a wry smile, "I am small, but clever, skilled. My recipes help. I can do much, do much for me, for crew . . . for you, if I have recipes and spices. I can make myself strong, quick . . . can climb, swim, throw better, help others too, as well. What do I need to find things lost in unfortunate incident, maybe fortunate incident?"


Curse of the Crimson Throne Roll20
Rillum 'Bilge' Jimmings wrote:
Grok wrote:
"What can I do for you little one? Got some coin? Looking for something in particular?"
"I look for my recipes, my spices. My gold, funds, are missing, lost recently in unfortunate incident. " Rillum attempts a wry smile, "I am small, but clever, skilled. My recipes help. I can do much, do much for me, for crew . . . for you, if I have recipes and spices. I can make myself strong, quick . . . can climb, swim, throw better, help others too, as well. What do I need to find things lost in unfortunate incident, maybe fortunate incident?"

"Look here little one, I may have a soft spot in my heart for...survivors, like us, but that don't mean I go doing any favors for the new kids, ya hear. Ya either pay, or barter, or ya quit wastin' my time."


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

"I no not ask charity. . . I offer services, tasks. Is true, I am a survivor, I can offer tasks for a long time, not gifts . . . investments."

bluff or diplomacy??: 1d20 + 1 - 2 ⇒ (15) + 1 - 2 = 14 cha, brand drawback


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

GM:
Well, though he IS a pilferer and an accomplished thief, I do think it would be best for him to remain mostly out of sight. If he were to steal something, they might kill him (not to mention you don't steal from your shipmates, even if they are jerks. Until we get to shore. Then all bets are off.) Plus, they had him hidden away, they might not be happy to know he escaped.

Also, I actually forgot to roll my Hedonistic drawback today, unless I didnt need to? Here is a roll

Fort DC 20: 1d20 ⇒ 16

Failed, so possibly fatigued for the first 4 hours today.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

GM:
Is it okay if I don't reply in spoiler tags? As you said in discussion, we should not look under the spoiler tags of other people here. But I am certain I would tell my companions about my new aquaintances, maybe introduce them during leisure time, tell them how my day was(in a few sentences) etc. In other words, If we do this whole conversation in spoiler tags, then tomorrow Baltzar may meet him and decide to do the whole thing anew-so, unsure how to handle this. I will, for now, follow the other peoples example and reply openly, but please let me know if you don't want that.

"Conchobhar Turlach Shortstone is my name, and please do tell, what yours may be?"
- "May name is Nivian. Nivian Mazu, Sorcerer Extraordinnaire, at your service" *doing a little curtsey to go along with the introduction*

People already know I have magical abilitys, I made sure to let them know that...it makes me a crew member that may be valued despite my weak physical strenght...and it tells people that preying on me may be more than they bargained for. But if I can convince them my Magics are inborn, nobody will go looking for Carth...
Not going with a bluff check here as he has no way to verify the truth of it, and I reckon it's close enough to reality and believeable enough to get away with a Take 10 if needed. Do tell if I should roll bluff for this ruse...

I'll casually chat with him while we do our work, trying to find out the past that lead him to this point in his life, but at the same time showing that while flirting is fine, anything beyond it, at this time, is not likely.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

GM:
Yes, that's the right of it. Aerel is trying to get some of the discards from Baltzar (he doesn't know her name).


Curse of the Crimson Throne Roll20

Baltzar:
Given the current night time activities, rum rashes, and pirate entertainment that occurs, and since I kind of highjacked the night actions of a few, we'll assume that unless something prohibits your participation in the nighttime events, you have fulfilled your drawback. This will come into play more once the status quo changes. You do not start fatigued. Also, please make a Linguistics or Sense Motive check, your choice.

Aerel:
Make either a Diplomacy check or a Linguistics check to attempt to convey your message, your choice.

Rillum:
"Sorry little one, I don't trade in favors. I trade in objects. Come back and see me when you have something of value." You did not beat the DC of the Diplomacy check, but did not fail it by enough to negatively change her attitude either. Also, when you say Grok's room, are you referring to her cabin or the general store? I'm assuming the general store. If that's accurate, you can attempt a Stealth check to sneak into her cabin when you realize she is at the store, although the doors to each are literally 10 feet away from each other. The cabin door is not locked.

Nivian:

"A pleasure to make your acquaintance my dear. Ahh, a sorceress you say, how marvelous. A bard like me I presume? You do not seem like a stuffy wizard to me, you are much to beautiful. " Adding in your bonus from entertaining the crew the previous night, and the bonus for being female when talking to Conchcobhar Shortstone, you learn the following few tidbits.
He is a bard.
He is a professional gambler.
He arrived on the ship in the same manner as you did, although he was very aware of who he was drinking and gambling with, just didn't realize the drink was poisoned.
While arriving on this ship was not his plan, he does try to make the most of it.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

GM:

Linguistics: 1d20 + 3 ⇒ (3) + 3 = 6

In Azlanti "May I have some of the discarded pieces?"

That would be about right as she probably doesn't understand the language and my character, like so many of his people, thinks it the common tongue of the humans


Curse of the Crimson Throne Roll20

Any of the following items can be acquired without the need for a skill check, but you are always welcome to role play out any scenarios for retrieving them.


  • barrels
  • baskets
  • blocks and tackles
  • candles
  • canvas
  • grappling hooks
  • hemp rope (up to 200 ft.)
  • lanterns
  • leather drinking vessels
  • waterskins
  • sacks
  • hammers, nails, and like (common crafting tools)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum is not ready to push the officers quite yet. He needs access to his things. The 4 combatants and the pirates who laughed the hardest at his fall the first day, does Rillum know which of the foot lockers in the hold belong to them?


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

During the day shift as Rhemus assists with the pig slaughtering and preparation he will search for a few things:

GM:
A grappling hook that resembles the magical one hanging in the galley. He is trying to match size, coloring and hook style.

Perception+Guidance: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

If he finds a match he will take the non-magical grappling hook and store it close to his hammock.


Curse of the Crimson Throne Roll20
Rillum 'Bilge' Jimmings wrote:
Rillum is not ready to push the officers quite yet. He needs access to his things. The 4 combatants and the pirates who laughed the hardest at his fall the first day, does Rillum know which of the foot lockers in the hold belong to them?

You can identify the footlockers of the four pirates on the losing side of the brawl. They all bunk on the same level as the rest of the crew. You can identify the pirate that laughed at your fall, but between being fatigued the day before, performing a night mission, and the early morning brawl, you have not yet identified that pirate's bunk and foot locker.

All of the footlockers in the crew area have average locks.


Curse of the Crimson Throne Roll20
Rhemus Frayne wrote:

During the day shift as Rhemus assists with the pig slaughtering and preparation he will search for a few things:

** spoiler omitted **

Rhemus:

You'll need to use a ship action to search for a specific grappling hook to match. You can easily spot a few here and there, but most of your day shift involves cooking and staying in the galley and hiding choice cuts for later.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

stealth: 1d20 + 8 ⇒ (14) + 8 = 22

Rillum waits until a busy part of the day and slips into the hold to closely examine one of the footlockers. Taking his time (take 20) he tries to finesse his way into one of the lockers to see what, if anything, their captors allow the crew proper to possess.

DM, if after successfully opening a lock, do I get a bonus to opening it a second time later?


Curse of the Crimson Throne Roll20

No, no follow up bonuses without the key.

Contents:

Inside the footlocker you open, you find 23 gp, a lucky rabbit's foot, and 2 agate gems.

DC 20 Appraise:

The agates are worth 10 gp each.

DM Rolls:

GP: 1d20 + 2d10 ⇒ (8) + (10, 5) = 23
Items: 3d100 ⇒ (73, 83, 4) = 160
Gems: 1d2 ⇒ 2


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Sense Motive: 1d20 ⇒ 16


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Curse of the Crimson Throne Roll20
Baltzar Callinova wrote:

[dice=Sense Motive]1d20

Baltzar:

You can piece together that the elf is attempting to ask you for spare bits of rope as you mend ropes throughout your workday.


Curse of the Crimson Throne Roll20

As the sun begins to set, the end of the work shift bell tolls. The pirate crew gathers around the main mast and Mr. Plugg seems to be in a half-decent mood. "There is no business to conduct during the Bloody Hour and it seems that our new recruits are proving to be quick learners. Cap'n has authorized a fine meal tonight, so enjoy, for tomorrow it's back to work." With the conclusion of his brief speech, Fishguts begins to pass out the rum rations with Rhemus's help. After their sure that everyone gets a mug, the roasted pigs are brought up and everyone begins to lick their lips. Treats this nice are rarely encountered.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Enjoying her rum ration and the fine meal, Nivian talks over the events of the day with the other new recruits. When dining is finished, and jolly drinking begins, Nivian starts singing again while the drinks keep flowing. This time around, she picks well-known, jolly songs that the crew can sing along with, things like "What shall we do with the drunken Captain?" or "Elvish Ladies" or even "Blow the Rat Down".
Perform(Sing): 1d20 + 7 ⇒ (20) + 7 = 27
While doing so, she'll try and closely observe the Officers behaiviour. Are some getting wasted on drink? Are some becoming a bit too friendly towards the other(or same) sex? No real perception, just keeping my eyes open while partying and singing.
IF the captain is on deck for the occassion, Nivian will try to catch his eye. Our inmediate superiors are not decision-makers. If someone can make us full members of the crew and decide we get our equipment back, its someone higher up. Captain said not to address him with talk, but he never said not to sing to him...and if he addresses me first, I'd be expected to talk... Not really expecting this to work, but it's an option worth exploring I think

Nivian will also do an extra night action: she will look for the people who attacked them in the morning. Specifically, the woman who's cutlass she took. She will approach her and hand the cutlass back to her:"No ill feelings. Wether you tried to roughen us up as an initiation ritual, or one of the officers told you to do so, we're all one crew. I believe if we are boarding a bounty, none of us want to be afraid of getting a dagger in the back. What would you say to starting over, on more friendly terms?"
Influence Person: 1d20 + 2 + 1 + 2 ⇒ (17) + 2 + 1 + 2 = 22 one +2 is a performance-bonus, dunno if I get the same today, or less, or more...
Sense Motive to read her reaction: 1d20 + 1 ⇒ (12) + 1 = 13
As in, if she reacts affirmative, see if she holds a grudge, if she reacts negatively, if she does so under pressure...basically want to know if I feel I can turn my back without ending up with above-mentioned cutlass sticking out of it-
If said person cannot be found, I'll instead spend some time talking with whoever stands watch on deck. and influence them instead

Constitution Check for night action DC 14: 1d20 + 1 ⇒ (13) + 1 = 14


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar sings along with Nivian and the rest of the crew, and plays a few games before retiring.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum carefully hides the contents of the footlocker, save the lucky rabbit's foot. Hopefully, in isolation it will do better work for its owner.

The rest of the evening passes quietly. He watches the revels, eats well (because tomorrow the universe may not be so generous, and carefully socks his rum ration away to serve as ingredients later.

Rillum doesn't take his initial night action, waiting for the evening, when everyone is in their cups and sleeping. At that time, he finds his way to the footlocker of the second pirate from the morning.

stealth: 1d20 + 8 ⇒ (14) + 8 = 22

And in the same careful way (take 20), opens the lock and peers inside.


Curse of the Crimson Throne Roll20

Most seem to have adapted or fared somewhat better today than yesterday. The food is better, the entertainment is better, and people are more willing to open up after seeing that the new blood is not a waste of their time. It is obvious that the Captain and Mr. Plugg are not visible once dinner is served.

Rhemus notices a young human girl come to the galley to collect prepared plates from Fishguts. He explains that the girl is the Captain's cabin girl. She's also the food taster for the captain.

Nivian's performance is well received this night as many of the crew sing along at some point and applaud your efforts after ward. Why even a few take up dancing and a couple more retrieve their instruments to liven up the evening even more so.

Those of you looking also notice that Fishguts and Grok are not on the main deck either. It would appear that most of the officers have retired to their private quarters for the evening.

Rillum:

You manage to score 15 gp, a brass knife, a common musical instrument, and a bedroll.

Nivian:

Your performance results earns you an +2 bonus to any charisma checks involving the crew for the next 24 hours. You also notice the only real officer left on deck is Master Scourge, and he definitely has been keeping his eyes on you and the others. Returning the cutlass to Slippery Syl Lonean earns you a very strange look. She doesn't say anything, just slips it back onto her person. [ooc]Altitude increases to indifferent.

DM Rolls:

GP: 1d20 ⇒ 15
Percentile: 3d100 ⇒ (96, 69, 38) = 203


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman came up from the bilge at the end of the work day and sluiced himself off with a bucket of seawater. He wore a sinister looking mask on his shoulder like a pauldron and looked much more at ease than he had this morning.

The bruises on his face were turning blue and yellow, but didn't seem to be bothering him much.

He took his rum ration in one quick shot and then found a spot near the prow to watch the festivities. Tonight, he wanted to learn about the crew. Who was who and who liked what. He said little, watching and listening.

Not sure what to roll here. Perception? Diplomacy? Gather Information?

While he made his rounds about the ship he went in search of the strange elf who'd been press-ganged along with him and tossed him his own mask.


Curse of the Crimson Throne Roll20

Diplomacy to gather information about various crew members. Diplomacy to befriend other crew members. Sense motive to get hunches about people or situations. Or perception to spot things out of the ordinary. And check the night time activities for specific actions.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus will help serve the meals and the rum ration. He will grab his plate and drink and walk over to the halfling lass Rosie. He smiles warmly when he finds her and sits down besides her,

"Tell me sweet Rosie, where do you call home? Is there anyone special waiting for you over there?"

He chats with her for a while then bids her good night and leaves the main deck. He will use a night action to Search the ship - described above to GM.

He will sleep as soon as he gets to his hammock, but first will leave a bottle of expensive looking brandy in Sandman's bunk.

Roll to overcome fatigue
Constitution Check DC 10: 1d20 + 1 ⇒ (14) + 1 = 15


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Diplomacy, Gather Information: 1d20 + 3 ⇒ (14) + 3 = 17

That's all I plan on doing tonight. I want to get a feel for as many of the crew as possible.


Curse of the Crimson Throne Roll20

@ Rhemus - Rosie confides in you that there is no one special in her life, although Conchobhar keeps trying, but then again he tries with most women. She talks about home some, but mostly about being a sailor and the freedom the life can bring...on the right ship. She does go on about her fiddle, given to her by her father. When she was shanghaied, it ended up with the quartermaster Grok and she has been unsuccessful in getting it back. She misses it dearly as it is the only real tie to her family. But enough about her, she wants to hear about you and your grand adventures.

@ Sandman - As expected, most of the crew form their little cliques, the riggers tend to stay near each other. Within the swabs, there are a few divisions. A few of them are friendly with you guys which earns them dirty stares from those that aren't. The officers always sit together above and away from the regular crew. There are quite a few noticeable absences. Grok and Fishcuts have appeared to retired early. The captain and Mr. Plugg aren't around. It would seem that Master Scourge is the highest ranking member out tonight, always accompanied by his whip and scowl.

Slippery Syl sits by herself, apparently ostrised for failing to ensure your morning tardiness this am.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

At the end of the day, Aerel busies himself with gathering up any scraps of hempen rope he can find. Again, he greedily quaffs the daily rum ration, lifting his hair mask up over his nose to do so. He eats much the same way when the roasted pigs are brought above decks.

After the meal, he takes up the odds and ends of rope and begins to unravel some, or all, of them. The elf then begins to reweave them back together. His handicraft is not immediately obvious.

As the large human walks past Aerel pays him no mind, that is until an intimately familiar mask lands in his lap. Eyes wide in astonishment, he sits dumbfounded for a moment simply staring at the engraved wood with it's fine detail. When he regains his senses, he looks up to see Sandman walking away. Grabbing up his remnants and the mask, he hurries after the man. When he finally catches him up, he blurts out, "Ευχαριστώ! Έχετε τις θερμότερες ευχαριστίες μου για την καλοσύνη σας. Σου χρωστάω τη ζωή μου."

Seeing what is likely incomprehension on the human's face, he shakes his head and begins again, "Mèsi! Ou gen gras sinsèr mwen an pou aji byen ou yo. Mwen dwe ou lavi mwen."

The first language, Azlanti:
Ευχαριστώ! Έχετε τις θερμότερες ευχαριστίες μου για την καλοσύνη σας. Σου χρωστάω τη ζωή μου. = Thank you! You have my sincerest thanks for your kindness. I owe you my life.

The second language, Polyglot:
Mèsi! Ou gen gras sinsèr mwen an pou aji byen ou yo. Mwen dwe ou lavi mwen. = Thank you! You have my sincerest thanks for your kindness. I owe you my life.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman clearly had no idea what the elf was saying at first, but when he switched languages the big man chuckled.

"Ou se akeyi. Mwen pral eseye pa kolekte sou sa. Ki sa yo ou rele?"

Polyglot:

"You're welcome. I'll try not to collect on that. What are you called?"


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum observes the various interactions going on around him, paying special attention to Sandman, Nivian, and Rhemus. All seem to be gathering allies, trying to create a block or crew of their own. He himself has benefited from their efforts.

Three plans in isolation never succeed. One plan, by three in concert, has a chance.

Rillum sidles up to Sandman after his brief conversation and gift to the white-haired elf.

"You, you are busy. Been busy, making friends, giving gifts trading favors . . . very busy. You helped me, first day, much help for me from many people. I help in turn. All this help feels like we live in a child's story, fable, fairy tale. Magic help always appears when you need it. I know this is no story, not delusional. All this help is at a price." Rillum turns his head and narrows his eyes, "Why do you, did you help? What is your goal, your plan? If a good, smart one, I can help. If you have no plan, I help you for free, one time. Stop, these men will chew, grind you down and eat you. You can help with my plan, I have plan, good one. Two working together can do more, or three, or even four."

Rillum motions to the figures of Rhemus and Nivian, "These do the same as you, they help, make friends and allies. Same actions, maybe same plan. We should talk, talk to them and help each other, help ourselves more."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

GM, where is the Wormwood going:
Profession Sailor: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge Geography: 1d20 + 9 ⇒ (13) + 9 = 22
Survival: 1d20 + 1 ⇒ (18) + 1 = 19
"Know Direction" at will.

Whatever is applicable. this is the second night we are out. I know where we started, and I can always discern north. Do I have any idea of where we may be heading given the direction of our travel and my general knowledge of the shackles? And more importantly, IF I can deduce a heading, how long do I expect the journey to be?


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

This evening Baltzar will try to talk more to the crew (especially Nivian and Rillum, who saved Romello) and get to know them better.

Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13

I see I'm not the only one who uses Greek as an analogue to Azlant.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman smiled. "Oh, there is a plan. It starts with survival. On a ship, no one makes it without crew. You and I and a few others have already been singled out. Scourge wants to make examples of us. It is probably my fault. I was known to him when I came aboard. To a man like Scourge, that is a threat."

"I suspect our lot will only get worse after this morning. We have confirmed his fears that we are not so easily cowed."

"So I prepare to weather the storm of Scourge. By the time it is done I expect one of us to be dead."

"So, I need allies."


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

You talk too much. the mask whispered in his head. Just tell him the truth.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Patience.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

"Several, some," Rillum nods toward Nivian and Rhemus, "Feel honor, reluctance to harm others on this ship. They see them as 'crew.' I feel allies are chosen, loyalty is for those I feel deserve it, not those thrust on me, on us by force, by circumstance. We are allies, maybe others. Some on the ship are just meat, some are obstacles, some are enemies. Do you object to treating them as such, cling to damaging codes, false unreciprocated honor? Do you feel for your, our enemies when we must act to survive?"

Rillum hopes for the practical answer, and knows he is treading dangerous waters. Sandman has shown a great deal of altruism; this can be dangerous.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"No argument here." Sandman says with a nod. "Learning who is wheat and who is chaff was my goal this evening."

"You bring up a good point though. It is time to fully align our courses. Walk with me."

Sandman walked to where Rhemus was flirting with Rosie. "i see you found a pearl in this rotten oyster. Well done." he chuckled. "Pry yourself away for a bit. We need to discuss this morning. I'll be at the prow."

Then he moved to find the two women who had been brought aboard with him. "Ladies, I'd like to speak with you when you have a moment."

To Aerel he simply said "Vini non."

Lowbie Sleepwitch Looking for group.

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