There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

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Infamy: 29 Disrepute: 14 Plunder: 16


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Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

On another day, Isaac, dedicated to increasing the crew's infamy before they get to selling the plunder, decides to try raising their infamy further.

It seems I made a mistake when it came to the skill to increase infamy. It's bluff, intimidate, or perform. My bad.

Bluff to increase Infamy: 1d20 + 7 ⇒ (1) + 7 = 8

And, with that, I just wasted a day. No problem.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Talking to Diana and Jania...

Isaac looks at the two ladies in front of him. "So, tell us a littl' abou' yerselv's. How did ye ge' here in Bloodcov'? Wha' be yer goals? Wha' interests ye in workin' fer us specifically?" Isaac looks at Diana. "An', I know Diana tol' us this earlier, bu' wha' skills do ye hav'? We be needin' a navigat'r an' a mast'r-at-arms or engineer to aid in our sieg' weapons."

Selling Plunder...

When this subject comes up, Isaac looks at his officers. "Alrigh', lasses an' lad. We need to be sellin' our plund'r. We also need to be payin' our crew. Unfortunat'ly, we only hav' enough plund'r to sell it an' pay our crew. So, we be headin' to th' Free Trad' Cent'r to try an' ge' the bes' pric' fer it. Also, this woul' be th' bes' tim' to get any supplies we need."


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Diana will try to raise infamy as well, re-telling the tails she has heard and let people know that is why she hopes to sign on with Isaac and his crew.

Diplomacy with enhanced diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17

Perhaps she needs to learn more of the crew's true exploits to be more believable. After taking better notes she tries again.

Diplomacy with enhanced diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29

Talking with Isaac

Well now, down to business it is. First, about me...

Story:

I was was born in the docks district of Port Shaw with old noble colonial blood on my mother's side and a sailor’s heritage on her father’s. I was weaned on rum and pirate tales and some say the blood of Aldrin Shaw runs in my veins. Her father is Sean Seamyst, an infamous Free Captain of the Razor Coast in his younger days. When my mother became pregnant with me he settled down in Port Shaw. There he was able to avoid the few overzealous do-gooders who still hunted him. And there he purchased an upper middle class inn called the Thirsty Mermaid which catered to ship captains, fancy ladies, and trade princes. Always a fast talker and knowing how to stay neutral, my father managed to stay out of the way of the Municipal Dragoons and other officials there and thrived while attracting little attention. This made his inn popular and as safe as any in the city. Recently even Gregory Bonedeuce himself has been known to stop by to quench his thirst and catch up on the local gossip.

In my youth I loved the idea of life on the sea. But of course I would, since I had heard it glorified all my life. I was a quick study and picked up ship handling at a young age, both fishing the waters all the way around to Port Shaw, and sometimes serving as a cook or pilot for larger ships when I could get the work. As I became a young woman the men of the city started paying attention to me. I found she could often manipulate them and get them to do me favors. My shifts serving at the inn became very popular with the young lads. But I quickly grew board with the attention and longed to see foreign places.

On my 18th name day I began to develop my powers, and at first there was some issues with, well control. Concerned, my father called in some favors and sent for help. Before a fortnight had passed it was determined that I was manifesting the powers of an oracle. Encouraged by the local priests of Besmara, I soon learned I had some power over the waves. As this mastery grew my contentment with staying at home diminished. At 20, feeling I was ready for her life of adventure, I tried to sign up as a ships hand and cook. But my father had other ideas and I was sentenced to a finishing school on the mainland.

Two years of that was more than any girl should have to put up with. I returned home and this time I would not let my father did not decide my fate. I found a fast ship to help crew and launched my life of adventure. Soon I was first mate. But the captain began killing when it was not necessary and I would not participate. I kill when necessary but take no joy in it and will not murder or torture. So, I got off that ship here a few months back and am looking for a captain with a disposition that matches my own.

I've already told you of my skills and look forward to proving them. I am good in a fight, though more tricky and less strait forward than my new friend Jaina here, and I'll be pleased to show you. I am a pretty good shot with this crossbow I carry as well. I am steady on the deck in high seas and can climb the rigging if needed. I am a good negotiator, though I see you have that pretty well covered. I can often tell when someone is lying to me. I am trained as a ships surgeon, can heal by calling on Besmara, and I am a tolerable cook. I make a good lookout and can see unnaturally well through the worst of weather conditions. I can handle a ship in all but the worst of storms though I hope to learn more from you. And I have had a reasonable amount of training and experience in siege. And on top of all that, I am lucky!

As to my goals, well I want my own ship. Nothing else will do in the long run. I've a captain's blood in me and I'll have that ship, when the time is right. For now I want to sign on with a good captain who knows my worth and pays me fairly. I hope to make some new friends as well. But I'll not sign up with a bloodthirsty scoundrel who likes murder more than plunder. While I'll follow your orders I'll not be helping with such and we would both be better off if you intend to kill for pleasure or mild convenience and I'll leave you now and not bother you further.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

"So, in order..." Jaina pulls her legs off the table.

"I first sailed in on the Kraken's Maw, under the command of Captain Kroft." She snorts. "Good enough captain, but tended to turn a blind eye to the bosun's affairs."

"As to my goals... I've always wanted to see what was beyond the Shackles. Perhaps find a port or two that's never known the touch of piracy and... make a few introductions, as it were." She casually twirls her shot glass around on her finger. "I've got a good enough head for navigation, and climbing the rigging is almost second nature to me. Point me at an enemy ship, and my fists will take care of the rest. If you need someone to make sure everything's secure on ship, I can fill that role as well."

"I'm between ships at the moment. And since you've been kind enough to buy me drinks, I'm interested in signing up with your crew."


Male

Once your conversation is completed and Jaina and Diana are fully signed onto the crew, you all head out into Bloodcove to go about your business. Diana, since she knows Bloodcove well already, is tasked with selling the plunder that the crew took from Plugg's chest when they first acquired the Silver Shrike. Although she's a canny businesswoman, the merchants of Bloodcove drive hard bargains, and Diana retreats after the first day with the treasure still in hand, determined to find a better bargain. The second day she manages to find a merchant who owes her a favor, and, with some serious wheeling and dealing, convinces him to take the gold and jewels off the crew's hands for somewhat above the market rates. In a bigger city, less dominated by a single economic entity (the Aspis) more might be possible, but here, 850 pieces of gold is a good price.

Arhiel, meanwhile, spends some time looking around the docks for crew. The first day she comes up empty-handed, but on the second a number of new recruits sign on when she regales them with tales of the crew's might inside the Pirate's Hook. A lad of 16, Jacko Ketch, a Bonuwat sailor named Banipani Highcliff, two Bonuwat sisters named Shimshem and Kalizama, and a Chelaxian woman of about 25 who has an easy-going grin and four daggers tucked into her belt named Rulla Wintrish, all join your crew!

And though the boat's not feeling full yet--though certainly "comfortably occupied"--the crew, after nearly two full days in port, is starting to show signs of wanting to be off. "When we gonna be on the blue again, Cap'n?" Samms asks, complainingly, as Isaac heads onto the deck on the morning of your third day in port. "We may be too green t'brave the Shackles themselves, but there've got to be fat merchant ships ripe for the taking on the Fever Sea! The crew's gotten t'like having a bit of plunder, and they're eager for more!" She flashes a grin, and a gold ring she's wearing that originally resided in Plugg's chest.

LAST CALL for actions in Bloodcove (though I don't mean to cut the conversation short--that can go on as long as you guys like)! Where to next? There's plenty of places of interest on the fringes of the Shackles that you could make a heading for (including Tidewater Rock, which Isaac had mentioned before), or you can just sail into the Fever Sea and hope to find something worth pillaging... :)

GM Screen:

New Recruits: 1d4 + 2 ⇒ (3) + 2 = 5
Day 1 Weather: 1d100 ⇒ 62 Isaac Prof (Sailor): 1d20 + 11 ⇒ (16) + 11 = 27
Day 2 Weather: 1d100 ⇒ 80Isaac Prof (Sailor): 1d20 + 11 ⇒ (1) + 11 = 12 Tropical Depression
Day 3 Weather: 1d100 ⇒ 58Isaac Prof (Sailor): 1d20 + 11 ⇒ (8) + 11 = 19
Day 4 Weather: 1d100 ⇒ 82Isaac Prof (Sailor): 1d20 + 11 ⇒ (11) + 11 = 22 Precip type: 1d100 ⇒ 29 Fog
Day 1 Random Enc. (40%): 1d100 ⇒ 68
Day 2 Random Enc. (40%): 1d100 ⇒ 93
Day 3 Random Enc. (40%): 1d100 ⇒ 51
Day 4 Random Enc. (40%): 1d100 ⇒ 84
Day 1: They encounter the Kurstav, making its way east toward Bloodcove.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Was hoping to hear from Isaac about an offer of employment. Unsure what Diana is singing up for and for how long. And was curious to see what he says about her desire for her own ship.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Sorry. I'm coming up with a post about that now.

@Diana

Isaac nods his head at Diana's story. "Quit' th' tale, lass. It be an honor to meet a memb'r o' anot'er pirat' family."

Isaac is interested in her qualifications.

Diana Seamyst wrote:
"I make a good lookout and can see unnaturally well through the worst of weather conditions. I can handle a ship in all but the worst of storms though I hope to learn more from you."

Isaac chuckles. "Well, I been trainin' to sail in storms since I was a lad. Trainin' took place at th' edg' o' th' Eye. Bu' I'll be mor' than happy to teach ye."

Diana Seamyst wrote:
"And I have had a reasonable amount of training and experience in siege. And on top of all that, I am lucky!"

Isaac nods. "Quit' th' list."

When she mentions her goals, Isaac's brow raises. However, when she brings up the cold hearted killer part, Isaac frowns. "I be not lik' tha', lass. I be a fair man." He then leans forward in his char and says, "Okay. I be askin' ye to join us as our mast'r-at-arms. One o' yer duties will be to operat' th' sieg' weapons. Ye will reciev' an equal shar' o' loot. An', iffen we be acquirin' mor' ships, ye will get one. Deal?"

@Jania

Jaina Swift wrote:

"So, in order..." Jaina pulls her legs off the table.

"I first sailed in on the Kraken's Maw, under the command of Captain Kroft." She snorts. "Good enough captain, but tended to turn a blind eye to the bosun's affairs."

Isaac frowns, the actions of the bosun reminding him of Plugg and Scourge.

Jaina Swift wrote:
["As to my goals... I've always wanted to see what was beyond the Shackles. Perhaps find a port or two that's never known the touch of piracy and... make a few introductions, as it were." She casually twirls her shot glass around on her finger. "I've got a good enough head for navigation, and climbing the rigging is almost second nature to me. Point me at an enemy ship, and my fists will take care of the rest. If you need someone to make sure everything's secure on ship, I can fill that role as well."

Isaac nods at each of her credentials, his interest getting more and more piqued.

Jaina Swift wrote:
["I'm between ships at the moment. And since you've been kind enough to buy me drinks, I'm interested in signing up with your crew."

Isaac nods. "A good lis' o' skills. I be askin' ye to join us as navigat'r. Iffen ye wish to chang' to a position wher' yer skills will be bett'r suited, then ye can do tha'. Ye will also get a fair shar' o' th' loot. Also, I promis' tha' none o' th' crew will be actin' lik' yer form'r bosun. Iffen ye notic' somet'in', le' me kno'. Deal?"

Heading out...

When Samms approaches him and asks if they're ready to sail out, Isaac looks at his crew. So many people from so many walks of life, working on this ship. He smiles and says to the entire crew, "Lads an' lasses! I be hopin' ye enjoyed yer tim' in Bloodcov'. Bu' now we mus' be sayin' goodbye! Ye hav' been paid an' our numb'rs hav' swelled! Howe'er, it be only a small tast''! Now... we be off to sea! All hands on deck to set sail!" He moves to the helm. He smiles at Samms and says, "Nice ring, by th' way."

He gathers his officers together. "Alrigh'. We be needin' a consensus. Shoul' we be stickin' to th' coasts an' explor' an' plund'r? Or start by loot in' th' Fev'r Sea? Me vot' be to start wit' som' ships. Then head fer Tid'wat'r Rock."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward roams the local establishments, aiming to get the latest gossip and rumors.

Working with diplomacy, of course +1 in case (or most thereof) the audience is a woman.
Gather gossip on local affairs: 1d20 + 13 ⇒ (8) + 13 = 21

He also tries to see if any rumors could be useful to the crew, such as hard to get treasure, or a ship easy to take over.
Gather rumors on the shackles: 1d20 + 13 ⇒ (12) + 13 = 25

Lastly, he'll try to see if people in Bloodcove have profitable jobs that could turn a profit for the team, like transporting or capturing/liberating individuals.
Prying: 1d20 + 13 ⇒ (13) + 13 = 26


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12
Isaac Silvermane wrote:


When she mentions her goals, Isaac's brow raises. However, when she brings up the cold hearted killer part, Isaac frowns. "I be not lik' tha', lass. I be a fair man." He then leans forward in his char and says, "Okay. I be askin' ye to join us as our mast'r-at-arms. One o' yer duties will be to operat' th' sieg' weapons. Ye will reciev' an equal shar' o' loot. An', iffen we be acquirin' mor' ships, ye will get one. Deal?"

Diana offers the captain her hand to seal the deal. But as she does this she adds I'll get the first one of those extra ships we decide to keep and you'll have yourself a Master of Arms.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Issac smiles and shakes her hand. "Deal. An' iffen we be gettin' mor' than one ship at onc', ye will hav' yer pick."


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

"Navigator? Right then. Consider me sold."


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Happy Diana replies with a bright smile. Deal. And when you place me on my own ship you will then be an admiral. Think on that.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9
Jaina Swift wrote:
"Navigator? Right then. Consider me sold."

Isaac grins as he shakes Jania's hand. "Very good then! Welcom' aboard th' Sil'er Shrik'!"

Diana Seamyst wrote:
Happy Diana replies with a bright smile. Deal. And when you place me on my own ship you will then be an admiral. Think on that.

Isaac laughs. "An Admiral? No on' in me family has been an Admiral since me great grandfat'er Sebastian Sil'erman' when he was Admiral fer th' Chel Navy." He scratches his chin and smiles. "Though, th' titl' does hav' an appeal."


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12
Isaac Silvermane wrote:

Diana Seamyst wrote:
Happy Diana replies with a bright smile. Deal. And when you place me on my own ship you will then be an admiral. Think on that.
Isaac laughs. "An Admiral? No on' in me family has been an Admiral since me great grandfat'er Sebastian Sil'erman' when he was Admiral fer th' Chel Navy." He scratches his chin and smiles. "Though, th' titl' does hav' an appeal."

As it should. I'd not want to work for a man without ambition. I am for prowling for more plunder in the local shipping lanes. There is plenty to be had not too far from home I say.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9
Diana Seamyst wrote:
As it should. I'd not want to work for a man without ambition."

Isaac smiles. "Well, me goal is to be crowned th' Hurrican' King. So tha' be quit' th' ambition o' mine."

Diana Seamyst wrote:
"I am for prowling for more plunder in the local shipping lanes. There is plenty to be had not too far from home I say."

Isaac nods at Diana. "Sounds good. Tha' be two vot's. Anyon' els'?"


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"We've got crew to feed and pay.. Let's go rustle up some plunder on the seas, Captain."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Which i'm hoping Edward's gather gossip and rumors will yield some nice hints for.


Male

Indeed, indeed. :)

Edward's Info:
On the last day in Bloodcove, you wander the docks, taking in the chatter of the workers there and chatting up a few that seem more interesting than most. While no one has any jobs for your crew to do, you do pause to listen to the chit-chat of two minor harbor officials. Apparently there's an Aspis ship called the Kurstav due in port soon, laden down with a fairly valuable cargo of spices and other trade goods from Sargava to the south...they expect it any day now, so it can't be far!

The crew cheers lustily as Isaac declares their voyage underway and, escorted by a harbor boat, the Silver Shrike makes its way out to sea! The warm sun shines full in your faces as your crew work the ropes and sails and the ship sails westward out of the bay.

The next day is cloudier and overcast, but visibility is still good--the clouds are high. Around six bells (11:00 am), Lucky Bao, in the crow's nest, calls out, "Shiiiiiiiiip! Ship ahoy! Port bow!"

Much of the crew rushes forward to see, and there it is--riding low on the water in the distance, a squat ship!

If you choose to give chase, I'll need 3 profession (sailor) checks from the pilot (presumably Isaac) to catch up. One person can assist on each of these as normal, and if the rest of you have other preparations you want to make for battle, this'd be the time!

Perception DC 25 or spyglass:
Judging by the ship's lines, it looks like a lugger--a slower, deeper-draft merchant ship that's commonly used to carry cargo. You think you can see a purple-and-gold flag flying from the topmast!

GM Screen:

Kurstav Sailing: 1d20 + 11 ⇒ (9) + 11 = 20
Kurstav Sailing: 1d20 + 11 ⇒ (20) + 11 = 31
Kurstav Sailing: 1d20 + 11 ⇒ (17) + 11 = 28


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

A cargo ship? Interesting, Isaac will be interested in that.

Later, at Diana's mention of -let's go plunder- at the gathering, Edward notifies Isaac of his discovery.

"I've overheard two officials say they are expecting a cargo ship, carrying spices and other wares, to dock any time now.
Could be profitable..."


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

It doesn't take long for Jaina to get herself comfortable on the ship. At the mention of loot, she leans against the central mast and smirks.

"Sounds good to me."


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

does anyone with better than +6 in prof. sailor want to assist Isaac? If no one does, ARhiel will do it


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Jaina can do so.

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


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Why only with +6 and higher?

Take 10 for 15 on aid in Profession sailor.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

because Arhiel has a +6 in it... was offering the role to someone with higher skill, but a take 10 will do it too


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac smiles at Edward. "Good tip ther', Edward. It be a good opportunity."

When the call of ship rings through the air, Isaac pulls out his spyglass. Seeing the ship, he smirks. "Luggar. Tha' be a slower, deep'r draf' merchan' ship used to haul cargo. Purpl' an' gol' flag on th' topmas'. A good firs' targe'." He puts the spyglass away and yells, "Man yer stations! We be chasin' 'er!" He takes the helm and gives chase! He also tries to figure out if the purple and gold flag means anything.

Profession (sailor): 1d20 + 11 ⇒ (2) + 11 = 13
Profession (sailor): 1d20 + 11 ⇒ (12) + 11 = 23
Profession (sailor): 1d20 + 11 ⇒ (1) + 11 = 12

Knowledge (local): 1d20 + 7 ⇒ (12) + 7 = 19


Male

Isaac:

Although you couldn't see the design, it's possible that the purple-and-gold flag is an Aspis Consortium flag; you saw a lot of those colors flying from ships in Bloodcove!

For the better part of a day, you chase the lugger over the open ocean. The sky is clouding over as you finally manage to close in on it near the end of the day, and the crew begin to draw weapons and move to their positions! Isaac seizes the wheel with glee as the rest of you prepare to get close enough to board!

SHIP-TO-SHIP COMBAT: ROUND ONE!

As you close in on the Aspis ship--for you can read the sign of the golden serpent on the purple flag clearly, now--the pilot, desperate, hauls his ship to the north. Isaac goes to follow, but the wind shifts suddenly, and as the other pilot executes a sharp turn, Isaac finds himself facing down a sharp headwind!

The party is up, all of you going before the opposing ship! Be sure to check the Campaign Bible for the actions you can take in your role. Unless otherwise noted, they're all standard actions; you can also take move actions or do anything not listed that you want to to prepare for battle. The ship moves on Isaac's action and the crew will fire the siege weapons (you have two light ballistae; Diana, I'll let you decide where they're mounted) on Diana's command!

Initiative
Diana
Isaac
Edward
Jaina
Arhiel

The Kurstav

Combat Map (Each sq. = 30 feet)

GM Screen:

Heading: 1d4 ⇒ 2
Bearing: 1d8 ⇒ 4
Distance: 1d4 + 2 ⇒ (1) + 2 = 3
Wind: 1d4 ⇒ 3
-------
Initiative Arhiel: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Diana: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Edward: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Isaac: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Jaina: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Kurstav: 1d20 + 1 ⇒ (2) + 1 = 3
Isaac Upper Hand?: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Kurstav Upper Hand?: 1d20 + 11 ⇒ (8) + 11 = 19
Shrike Morale: 1
Kurstav Morale: 1


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 1: Actions
Action: Try to Use the Wind!

Jaina leans over the side of the ship and takes stock of the currents in the area, and checks the wind...

Knowledge (Geography): 1d20 + 4 ⇒ (20) + 4 = 24

...and smirks. "Captain! Steer her a bit to port!"

I'm going to try moving the ship one square diagonally forward.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward starts his first inspire of the day, about a group of pirates who escaped peril time and time again, getting plenty of plunder while at it.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac heeds Jania's advice. He begins to steer the Shrike to port to give chase!

Round 1: Actions
Action: Tack or Jibe

Profession (sailor): 1d20 + 11 ⇒ (13) + 11 = 24

Not really sure what the modifiers are at this point. If there's something wrong or I am unable to do a tack or jibe action right now (because of Jania's use the wind action), then let me know.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel encourages the crew to "Look Alive, you scallywags! Let's catch this prey and strip her naked. She's low in the water and wallowing... Plunder for all!"

prof sailor dc 10 to aid: 1d20 + 6 ⇒ (13) + 6 = 19

adds 2 to Isaac's roll, making it a 26


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

earlier

Diana is thrilled to be be at sea again and wastes no time assembling her gunner crews. She polls the existing and new crew members to find who is experienced with siege weapons and assembles two teams for when they are needed. She does what she can to encourage her new teams, eating with the men and pitting them against each other in contests for reloading and for accuracy.

Present

When the ship is sighted Diana calls her crew to battle stations. To the balista. She says with some excitement. The first opportunity to shoot comes when the target turns sharp in front of them allowing the barista in the rear castle to fire. And the fore barista fires as the the Silver Shrike falls in behind them. Both sets of crew busy themselves with reloading.

Profession Seige Engineer: 1d20 + 8 ⇒ (4) + 8 = 12 DC 10 for +2 to each shot

Balista 1: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Balista2: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Unsure of modifiers or even damage. Targeting to slow the ship.


Male

Logistics/Responses to questions:
Gah, sorry. So many systems, info in too many places...a lot to explain for the first ship-to-ship combat!

Diana: Info on the ship's siege weapons (damage, etc.) are on the ship's "character sheet", listed as "Ship Sheet" in the campaign header at the top of the page. The crew is not proficient in using the siege weapons (you guys can pay to get them trained) so they have a -4 penalty (which is why on the "Ship Sheet" it lists the attack roll as -2: +2 BAB, -4 penalty). These two shots are actually at a +1 because of Edward's inspire courage, though!

All and sundry, but especially Isaac: both ships are currently moving 30'/round. Arhiel can change that with the Full Ahead action (adding 30' to the speed each time she does so).

Isaac: Nothing interferes with any of y'all's ability to use your actions unless it explicitly says so in the campaign bible. You can, however, not sail directly into a headwind, so you'll want to either move diagonally or forward and make a hard-to-port (rotating 90 degrees). I'm assuming you want to do the latter, as you have the roll for it and it will put you in a good position to grapple soon. ;)

Think that's everything...let me know if I missed anything.

Thanks to Jaina's quick eye and Isaac's sure hand on the wheel, the Shrike glides seamlessly forward, tacking hard into the wind and heeling to port to pull up less than thirty feet off the port side of the other ship's stern. You're close enough now to see the brass nameplate--which reads Kurstav--and to see the well-dressed man cursing out the crew as he tries to get more speed from the ship. Edward's story drives the crew to whoops and hollers, and most of them continue to work the sails, the ballistae launch two bolts. The one in the rear has a poor shot, and the bolt goes wide; but it's hard for the forward siege engine to miss at this range, and it punches a hole in the Kurstav's side just above the waterline!

Ballista Damage: 3d8 ⇒ (7, 6, 7) = 20x2 against objects=40

You're closing fast, and you can see that the other ship is undermanned--they have oars in the oarlocks, but clearly not enough men to man them and keep the ship sailing at the same time. Their single sail is no match for yours, but the captain is trying to get everything he can out of it. In his fury, though, he's deputized a heavily armed man--probably a marine--to unfurl some of the sail, though, and you watch with glee as he pulls on what's definitely the wrong rope! The ship's sails snarl, and it simply drifts ahead, losing momentum.

The few men they've been able to spare to work their own siege engines, though, aren't as shoddy at their jobs--a ballista bolt flies into the front end of the Shrike, sending crew scrambling for cover, and a boulder launched from a small catapult at the stern of your quarry caroms off the sterncastle, splintering railings and leaving dangerous holes!

ROUND TWO!

The drifting Kurstav is starting to get under way again, but she looks like easy pickings...

Thanks to a natural 1 on their captain's part...get on in there and grapple them if you want to board! You're each currently moving at 30'/round, so you've got an easy, straight shot to grapple.

Combat Map

Vitals:

Kurstav177|144|177|177
Shrike 431|450|450|425

GM Screen:

Kurstav's one non-captain action: Full ahead (speed 60')
Profession (Sailor) DC 17: 1d20 + 11 ⇒ (1) + 11 = 12
Ballista Attack to Fore: 1d20 ⇒ 16
Damage: 3d8 ⇒ (5, 5, 2) = 12
Catapult attack to Stern: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 4d6 ⇒ (5, 2, 2, 6) = 15


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Continue inspire, free action.

Edward attempts to mock the enemy crew, to decrease morale.

Intimidate: 1d20 + 9 ⇒ (17) + 9 = 26
"Look at that, it's been 3 seconds since you shot at us, and we're all still alive and kicking. What a lousy set of skills."


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Unsure if I should be shooting as that seems to just be damaging our prize, right? Also it seems to take two rounds to load, or one round if with a crew of 2 if I understand it right. Can Diana direct the next set of shots at enemy crew on deck?

As the the Silver Shrike pulls close enough Diana looses a shaft from her heavy crossbow at a the helmsman.

Crossbow: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 261d10 + 1 ⇒ (8) + 1 = 9

Siege Engineer roll, if needed:

Profession Siege Engineer: 1d20 + 8 ⇒ (9) + 8 = 17


Male

You can direct a siege engine attack at the crew on the deck, yes, but since each ballista can only fire one shot, it's a gun against an insect. You could also attempt to direct them against specific parts of the foe's ship (ie. the wheel, sails, etc.).


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac sails the Silver Shrike, following the Kurstav. He grits his teeth and yells, "Mak' way!" He steers the ship so that it's weaker against the Shrike's siege weapons, bumping into the opposing ship.

Round 2: Actions
Action: Make way! Targeting the Kurstav's AC and Saves for 1 round.

Profession (sailor): 1d20 + 11 ⇒ (15) + 11 = 26


Male

ROUND TWO (cont'd)
A murmur starts up among some of the crew on the far ship at Edward's words, though they're still hard at work. Diana plugs the captain with a crossbow, eliciting a cry of pain as her bolt plunges into his shoulder. Isaac sails the Shrike right up adjacent to your target, forcing the captain to spin the wheel hard and leaving them open to attack!

Just waiting on actions from Jaina and Arhiel...now'd be a great time to grapple! ;)

Combat Map

Vitals:

Officer: HP: 21 | AC/T/FF: 16/11/15 | F +2 R +2 W +6 | CMD: 15
Thugs: HP: 19 each | AC/T/FF: 15/12/13 | F +4 R +2 W +1 [+1 vs. fear] | CMD: 16

GM Screen:

Opposed Prof (Sailor): 1d20 + 11 ⇒ (12) + 11 = 23


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 2: Actions
Standard Action: Throw a grapple hook across

Jaina attempts to throw a grapple hook across!

Grapple Hook?: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8 Will that do it?


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Grapple her!" Arhiel orders the crew... "Let's pull her near and board! But be prepared for a fight!"


Male

Sorry for the delay, busy day at work...

Jaina's grappling hook catches on the railing of the Kurstav, though it's a near thing, and she grins in pleasure. At Arhiel's command, and with a wide variety of war cries...

Crew's Grapple: 1d20 + 8 + 8 ⇒ (11) + 8 + 8 = 27

They manage to throw their own grapples across and bite deep into the ropes, railings, and grates of your prey, pulling it close! They begin to swing over onto the deck of the Kurstav, as the opposing captain and his crew cry out in horror, drawing their weapons! The captain, for his part, draws a crossbow and fires off a bolt at Diana in retaliation--it's a good shot, but her breastplate deflects the bolt. Two of the five men who are more heavily armed and armored than the rest of the crew start barking at the sailors. "C'mon, you dogs! The Consortium's payin' good money for you t'fight if need be!" Their shouts go unremarked, though, and the crew of the Kurstav begins to panic as your crew climbs aboard!

The other three heavily armored men start toward the point where the Shrike has grappled their ship, faces grim. As Jaina pulls on her grappling hook and helps draw the ship together, two of them swing at her with long boarding pikes, but she ducks with ease. The third strides to the back rail and takes a shot at Diana with a crossbow, but amid the mess of sail, rope, and rail, it goes far astray.

ROUND THREE (really Round 1 of normal combat)!

As your crew swings onto the deck of the opposing ship, their sailors scramble for cover!

You can follow your crew with DC 10 Acrobatics or Climb checks! Moving from one ship to the other also costs 2 squares of movement.

Combat Map! (Someday I'll get a better map of ships grappled...

Vitals:

Officer: HP: 21 | AC/T/FF: 16/11/15 | F +2 R +2 W +6 | CMD: 15
Thugs: HP: 19 each | AC/T/FF: 15/12/13 | F +4 R +2 W +1 [+1 vs. fear] | CMD: 16

GM Screen:

Captain Shot: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d10 ⇒ 3
Marine Intimidate: 1d20 ⇒ 3
Marine Intimidate: 1d20 ⇒ 12
Blue Attack Jaina: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Purple Attack Jaina: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Yellow Bolt at Diana: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 ⇒ 7
Shrike Morale: 1
Kurstav Morale: 0


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Between the words of inspire, Edward attempts to further decrease the enemy's morale.

"Have you heard of our reputation? Resistance had been cut short, and guess who's resisting now, hmm?
This lady up front likes to tenderize her meat."

Intimidate to mock: 1d20 + 9 ⇒ (7) + 9 = 16


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Do we need initiative?

Diana casts a glitter dust spell hitting the captain and blue and pink armored men. DC 16 Will or be blind.. Then she uses her move action to reload.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

From the deck of the Shrike, Arhiel sends a pair of magic missiles at the captain.

mm dmg: 2d4 + 2 ⇒ (4, 1) + 2 = 7

Then continues to encourage the crew to take the Kurstav by storm.

"You've got the crew on the run... keep it up! We are the Silver Shrike, the most fearsome crew and ship in these waters!"

ok, a little exaggeration, but anything that helps...


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 3: Actions
Move Action: Cross with the crew and go to the nearest enemy crewman
Standard Action: Punch him in the face!

Climb: 1d20 + 8 ⇒ (18) + 8 = 26

Jaina effortlessly grapples across with the rest of the crew, runs up to the nearest enemy, and swings a fist at him!

Punch: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

"THAT'S how we say hello out in the Gibbet!"


Male

We're using the same initiative we established in the ship-to-ship. ;)


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac smirks as the crew begins to scramble to the ship. He yells out, "Som'on' man th' helm!" He draws his cutlass and moves to join in.

Round 3 Actions
Move Action: Draw cutlass
Move Action: Move 30 feet


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Until someone else can take over, Arhiel moves to take the helm, freeing Isaac to head to the other ship... From there, she can still send magic missiles and summoned creatures to the other ship as needed.


Male

Arhiel, you don't need to man the helm--a crewmember can do it (and the ships are grappled anyway, so they're not likely to go very far).

Barefoot Samms hurls herself to the wheel, grinning, as Isaac sets off down the deck. Arhiel's missiles slam into the captain of the opposing crew, and he grunts in pain. He then cries out and shields his eyes as Diana's burst of golden light settles on him and the two thugs nearest to him; the dust clings to all of them, but he and one thug managed to squeeze their eyes shut. The last (pink) yelps and howls, "Me eyes!" while he paws at them ineffectually.

Edward's words spread terror into the few crew on the ship drawing their weapons, and as your crew move among them, they begin to rout, several falling before your crew's blades. Jaina fairly leaps over the ropes onto the ship; she lands in front of the blinded thug and, though his unblinded partner gashes her with his boarding pike as she makes her entrance, she belts him good.

Reeling from her blow, that man staggers back, dropping his pike to pull a potion from his belt that straightens his nose out as he quaffs it. His partner--the one who whacked Jaina as she entered--circles toward her and swings at her again, but she ducks below the blow. The captain, scowling, drops his crossbow and draws his rapier as he comes to flank her, but he, too, is too slow. The man at the stern of the ship, seeing Diana casting spells, scowls and shoots at her again with his crossbow, but it just sticks in the Shrike's railing. "We have boarders!" the captain snaps angrily. "Come repel them! Do your jobs!" Apparently heeding him, the two remaining thugs hustle over to Jaina and now, surrounded by foes, she finds the blows too many to dodge; they both land strikes on her with their pikes.

Jaina takes 17 points of damage as she's walloped by green and red; you guys are up! The opposing crew is thoroughly routed at this point.

ROUND FOUR! GO!

Combat Map

Vitals:

Officer: HP: 14 | AC/T/FF: 16/11/15 | F +2 R +2 W +6 | CMD: 15
Thugs: HP: Pink 14, others 19 | AC/T/FF: 15/12/13 | F +4 R +2 W +1 [+1 vs. fear] | CMD: 16 | Pink is blind

GM Screen:

Officer Will DC 16: 1d20 + 6 ⇒ (11) + 6 = 17
Pink Will DC 16: 1d20 + 1 ⇒ (6) + 1 = 7
Blue Will DC 16: 1d20 + 1 ⇒ (16) + 1 = 17
Blue AoO: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Pink CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Blue Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Officer Attack: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Yellow Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 ⇒ 2
Red Attack: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Green Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel aims missiles at the captain of the Kurstav again.

mm dmg: 2d4 + 2 ⇒ (3, 2) + 2 = 7

"Have the good sense to fall over already"


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Between the words of Edward's inspiring verse, he starts casting a spell.

"Diana, hold your ground, or the sandman will get you."
Bluff, pass underlying message: 1d20 + 13 ⇒ (10) + 13 = 23

Meaning to Diana:

Keep your position, i'm casting a sleep spell.
Wouldn't want to hit you as well.

Casting sleep, DC 16, on the marked area.

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