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

Current Map |
Ship Sheet | Loot Tracker |
Shackles Map | Campaign Bible

Infamy: 29 Disrepute: 14 Plunder: 16


3,051 to 3,100 of 4,917 << first < prev | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | next > last >>

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 should give teh Chel ship a thorough search... If they've been preying on pirates, they've like accumulated a pretty nice cache of booty."


Male

A search of the Famished Mane, the Chelaxian ship, reveals disappointingly little in the way of plunder--it would seem that they've not been preying on the Shackles for that long. The ship's arsenal, however, is valuable, and it does have four light ballistae that can be disassembled and mounted on the Shrike if you wish.

Perhaps as valuable, though, the fourteen surviving crew members of the Vorsfang (which, perhaps luckily, does not include the officers) are all willing to swear themselves to the Shrike, grateful for the rescue!

You guys get 1 point of plunder and 14 new crew members (assuming you want them). Where to next, and what to do with the Chelaxians?


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

Captain, I want my position clear. I've no love for slavers and any person that would burn a crew alive deserves no quarter. I say we return this lot to the sea and let our Lady Besmara have them.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster nods.
Aye. It's tha order o' Besmara anyhow. This lot ain't ta live through tha day, or tha Shrike be what gets punished.


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

"You'd make a liar of me?" Arhiel looks a bit shocked... "Perhaps we can find a few who can be redeemed at least.. some might not be vested in their appointed tasks."


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster shakes his head ruefully at Arhiel.
We be on tha open sea Arhiel. Ye made a promise what goes agains' evr'y teachin tha' Besmara's got. She ain't one fer mercy, 'specially agains' a crew o' pirate hunters. They be tha sworn enemies o' us. Hells, they be tha ones tha were fer makin' tha very first Silvermane turn to tha sweet trade! They be tha ones what slaughtered me crew on tha Shinin' Skull, an' killed me teacher, 'Arvey. He be like me own father, an' he died throwin me offa tha deck so I wasn't getting blasted by a fireball.... No, Arhiel. These one's can't be havin' mercy, or we be sufferin' tha wrath o' Besmara. An' what do ye think'll happen when we go ta port an stories be told o' how we let Chelish bastards live?! We'll be hunted by evr'y free captain in tha Shackles! We already got ta worry about Harrigan! I'm sorry Arhiel, but this be tha way it is. We be pirates. We can't afford mercy to tha ones what want to burn us alive.

As if to make his point, he let's Brineblood flare up with crimson light, and gestures to the Chelish crew.
Isaac, I can be doin' tha deed iffen ye wish. Tha others may not have tha stomach ta end this lot, but I be doin' it gladly.


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

Siding with Alabaster Diana says I made my desire to not let the captain live before we even sailed Arhiel. I say he walks the plank and we let him have a healthy section of our anchor chain to keep him company. But before I see him walk away from this I would fight him in single combat.


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 looks at the Chel crew and the captain. He listens to the words of his officers. "Hol', Alabast'r. Ye will ge' yer chance. I be in agreemen' wit' ye an' Diana. I be saying' tha' ther' to be no quart'r wit' Chels, slav'rs, or thos' who be burnin' ships wit' their crew still on 'em. Howev'r, I will tak' in a full vot' from all offic'rs to be fair to me crew. Iffen th' vot' be to kill 'em, then th' Captain shall die first by th' plank. Diana, ye will hav' yer chance fer combat wit' th' captain. Th' curren' vot' be 3 to 1."


Male

The suspense!!

Just letting you know I continue to follow along. ;)


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 listens to it all.

"Though i'm not as passionate to kill them like Alabaster, i agree with his sentiment."

Aquan:

"We've wrestled free with great effort, and were smaller in number, you catch my meaning?"


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 glares at the Chelish crew with contempt. "They worship devils and would love nothing more than to grind us under their heels. Whether or not they oppose us, every one of them that dies is a favour to the world. Kill the f~*+ers and let their precious Asmodeus sort 'em out."


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

Seeing she is outvoted, Arhiel sighs and shrugs. "It seems I'm outvoted. I guess I just am not as bloodthirsty as you all, but I cannot fault your sentiment or your passion."


Male

Crimson Cog approaches as you're all finishing your discussion. "Sounds good t'me," he growls, spitting over the rail. "Now how in th'Hells are we gonna do it?"

I mean, not to be too gruesome, but a legitimate question.


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

She walks the plank tied in anchor chain. Were you not listening?


Male

"Yeh, but what about the rest? That's a lot o' killin'...we just gonna slit throats one by one, or what?" He fingers his holy symbol of Pharasma.


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
Arhiel wrote:
Seeing she is outvoted, Arhiel sighs and shrugs. "It seems I'm outvoted. I guess I just am not as bloodthirsty as you all, but I cannot fault your sentiment or your passion."

Isaac nods at Arhiel. "Sorry, lass. It be only Chels tha' ge' this sentenc' from me. It be a personal feud between 'em an' me family."

When Cog arrives and asks about how to kill the crew, Isaac strokes his chin in thought. "Be tru'. Hmm... I be thinkin' we slit their throats. Howev'r, iffen ther' be a mor' effectiv' way, I say go fer it. Lik' say, pu' 'em on their lif' boats wit' no paddl's an' le' Besmara sort 'em."


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 wasn't a violent guy by heart, and preferred to let the more enthusiastic people do the throat slitting executions, unless he'd really have to.


Male

After a few more minutes of discussion, you decide to go ahead with the plan everyone can agree to: the execution of the captain and the officers. The officers are brutally dispatched by the more bloodthirsty members of your crew, while the more squeamish ones look on or avert their eyes. The captain, per Diana's orders, is revived after some time, and bound with an anchor chain before being made to walk the plank. Crimson Cog and some of the others on your crew cheer--Sandara and a few of the people you've picked up more recently appear slightly nauseous. But the Chelaxian woman, defiant to the end, steps off the edge of the plank and disappears into the water.

With that taken care of, you put a prize crew onto the Vorsfang and make ready to take it to be squibbed. The captain and her officers had some useful magical gear that you've reserved, and the crew are ready to get underway. Once you're closer, the prize crew will lock the Chelaxian captives belowdecks to keep them from discerning the exact location of Rickety's Squibs.

Off to Rickety's, I assume? It's a two-and-a-half day sail from where you are.

GM Screen:

Weather Day 1: 1d100 + 4 ⇒ (42) + 4 = 46 Prof (Sailor): 1d20 + 12 ⇒ (16) + 12 = 28
Weather Day 2: 1d100 + 4 ⇒ (80) + 4 = 84 Prof (Sailor): 1d20 + 12 ⇒ (1) + 12 = 13 (Tropical Depression)
Weather Day 3: 1d100 + 4 ⇒ (64) + 4 = 68 Prof (Sailor): 1d20 + 12 ⇒ (14) + 12 = 26

Day 1: 1d100 ⇒ 31
Day 2: 1d100 ⇒ 12
Day 3: 1d100 ⇒ 7


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 averts her eyes during the executions and looks a bit ill herself... but refuses to leave, as she feels the need to support her fellow officers even though she doesn't agree with them. AFter all, a united front is important. She doesn't cheer.


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 watches the captain step off the plank and into the sea. Besmara, we return this one to you to make anew. She was lost to you in her current life but now you have her again to remake as you see fit.

She does not partake in the killing of the other officers but stands on deck and refuses to turn away. After she turns the Chelish crew and says. Recall well this day and what spoils you earn if you try to burn a pirate crew alive. Besmara sees to her own. Your lives are spared partly so you can tell this tale and warn your fellows of the cost of such a crime.


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 doesn't partake in the killing of the officers. He just watches stoically as the officers are killed and the enemy captain steps off the plank. As Diana says her prayer, Isaac bows his head in respect.

When he sees the nauseous crew members, he turns to them. "I kno' this treatmen' be grim an' sickenin'. Be knowin' tha' I be not always takin' this path. Howev'r, fer scum such as this, it be th' only way. I can only hop' ye do not hol' this action against me."

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


Male

The crew nods, many looking grim. Sandara speaks up. "I may not like it, Cap'n, but e'en I can recognize that when faced with pirate-hunters we've gotta do what we must. I respect your decision."

The journey to Rickety's goes smoothly, even with the need to keep an eye on your captive ship's prize crew. The first day is uneventful, and you sail through a short squall on the second day without mishap. On the morning of the third day, the prize crew forces the Chelaxians belowdecks, and by noon you're coming round the spit of land into the cove that shelters Rickety's Squibs.

It seems like ages since you were here last, though you know in fact it's been a matter of weeks, not years. It seems that the drought has broken since you left--thanks to you. Rickety approaches in a rowboat with his crew, grinning up at you, gap-toothed.

"Captain Silvermane! 'Tis a pleasure t'see yeh again. Welcome back." His eyes take in the Chelaxian ship behind your own. "I'm gatherin' yeh'd like t'make that devil-worshiper vanish?"

GM Screen:

Time: 2d4 ⇒ (3, 1) = 4
Hour 1: 1d100 - 10 ⇒ (47) - 10 = 37 Sailing: 1d20 + 12 ⇒ (2) + 12 = 14
Hour 2: 1d100 - 10 ⇒ (64) - 10 = 54 Sailing: 1d20 + 12 ⇒ (16) + 12 = 28
Hour 3: 1d100 - 10 ⇒ (16) - 10 = 6 Sailing: 1d20 + 12 ⇒ (8) + 12 = 20
Hour 4: 1d100 - 10 ⇒ (60) - 10 = 50 Sailing: 1d20 + 12 ⇒ (17) + 12 = 29
Hazard for other ship: 1d100 - 10 ⇒ (16) - 10 = 6 Sailing: 1d20 + 5 ⇒ (6) + 5 = 11
Nothin' but a slippery deck...


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 nods at Sandara. "Thank ye. I don't wan' to com' across as cruel."

Isaac takes the helm and sails the Silver Shrike to Rickety's. He sails through the squall and ensures his crew is taken care of and that Daniel Baradin and Suuktidi Wild-Eye are put to rest.

When they arrive and Rickety rows to them, Isaac smiles at him. "Aye. We be claimin' this ship an' we be needin' it vanished." When the crew has a moment, Isaac turns to his officers. "Mayhaps we shoul' see how Jesal, Selissa, an' th' Qorrit ar' doin' sinc' th' drought ended."


Male

Rickety grins and beckons you forward. "As yeh see, I got nothin' goin' on here! Bring 'er in, an' yeh can dock the Shrike here. Ship this size'll cost yeh 2,000 o' them shiny yellow coins, if yeh please. Should be worth far more'n that in trade, though."

Once you've made your way onto the docks, you find Jesal there, smiling. "Captain. Arhiel. Alabaster. Edward. It be doin' this one good t'see you again." The Mwangi druid turns to Diana and Jaina. "This one don' think he's knowin' these two, though. This one's name is Jesal. Former navigator o' Captain Silvermane's ship, though she had a different name then..."


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 gives Jesal a warm smile. Its a pleasure to be meeting you Jesal. You should consider sailing with us again.


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 gives Rickety a smile of his own and nods. He then turns to his crew to give the commands to dock the Shrike and bring the Chel ship in to be changed.

When he sees Jesal standing on the docks, Isaac smiles at his former navigator. He shakes Jesal's hand. "Jesal. It be good to be seein' ye again. How ar' ye doin'? How ar' things goin' wit' Selissa an' th' Qorrit? No signs o' drought again?"

When Diana offers Jesal to sail with the Silver Shrike, Isaac smiles. "Aye. Iffen ye aren't too busy here, ye shoul' sail wit' us again."


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

"IT would be a pleasure to have you aboard again, Jesal... while we've managed navigation without you, for sure it would be easier and our hearts fuller were you to sail with us."

Arhiel will spend some time wandering the small settlement and saying 'hi' to everyone, finding out how things have been going here, not just in regards the drought, but anything else that might have been happening, good or bad... new babies? sickness? weddings? funerals? Just any news at all, just interested in the folks and their lives.


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

"Hey, Jesal! How are things, my friend?"

Edward accompanies Sandara if she needs to go somewhere specific.
Or, if she remains on board, will work with Arhiel to get an idea of current affairs.


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

"Name's Jaina. Formerly of the Kraken's Maw, now of the Shrike." Jaina waves to Jesal.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster stays by Isaac's side, as usual, and nods at Rickety.
Aye, be nice ta be seein' ye again! An tha less ye make tha' one look like a Chel dungpile, tha better!

He greets Jesal with a smile.
Glad ta see ye be doin' alright Jesal. I be worried abou' ye a' first. It wasn't fer bein easy on tha Wormwood!


Male

Sorry for the delay, weekend madness!

Jesal smiles at you all. "This one be thankin' yeh for th' invite, but this one be plenty busy here. The Qorrit're thrivin'--thanks to us. An' this one has managed t'get them willin' to trade with Rickety and his crew here, an' the Steward has taught this one much. Come; there's much to see."

Jesal takes anyone who's willing on a short tour of Rickety's, showing you how, with the unnatural drought ended, the tiny community is rebounding and doing better than ever. Indeed, the common area looks busy. Sandara, also pleased to see Jesal again, joins you on the tour.

Rickety stumps up as you're all finishing up mugs of rum in the common area. "Lookin' like it'll take me 1d4 + 4 ⇒ (1) + 4 = 5 days t' fix this ship up, cap'n," he says. "Yer welcome t'bunk here, o' course, but now that yeh've got a ship o' yer own, no need to iffen yeh don't want. Jus' let my people know an' they'll make up th'bunks."

You can do all the usual things you might want to in port here--sell plunder, recruit crew, boost your infamy, etc.--but Rickety's is a small town. You can head out to sea as well, and return when the ship is done being squibbed!


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
The Norv wrote:
Jesal smiles at you all. "This one be thankin' yeh for th' invite, but this one be plenty busy here. The Qorrit're thrivin'--thanks to us. An' this one has managed t'get them willin' to trade with Rickety and his crew here, an' the Steward has taught this one much. Come; there's much to see."

Isaac smiles at the news. "Aye! Tha' be good! Trad' has been established an' all shall prosp'r!"

The Norv wrote:
Jesal takes anyone who's willing on a short tour of Rickety's, showing you how, with the unnatural drought ended, the tiny community is rebounding and doing better than ever. Indeed, the common area looks busy. Sandara, also pleased to see Jesal again, joins you on the tour.

Isaac joins Jesal to look over Rickety's. He smiles, happy with what he sees. "An' Selissa? Is she doin' well? No mor' attacks or troubl' from th' nagas or from hags?"

The Norv wrote:
Rickety stumps up as you're all finishing up mugs of rum in the common area. "Lookin' like it'll take me 5 days t' fix this ship up, cap'n," he says. "Yer welcome t'bunk here, o' course, but now that yeh've got a ship o' yer own, no need to iffen yeh don't want. Jus' let my people know an' they'll make up th'bunks."

Isaac looks at Rickety. "Good. Tak' th' tim' tha' ye need. I be thinkin' tha' I could bunk here during th' squibbin'. We also be havin' som' things to sell." He turns to his officers. "Bu' ther' be a question here. When th' ship be don', wha' shoul' be don' abou' it? Iffen we keep it to start our fleet, who shoul' be Cap'n?"


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 stands a little taller before adding I've give being captain of my own ship a try if we decide to keep her. Sailing under you has been fine but I've never hid my desire to have my own ship, and you know the truth of that. Still, I am a patient girl and if its in the best interest of all to sell this one, then so be it. There will be others, of that I am sure.


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

While in the port Diana spends time telling of the taking of the Chelish ship and the freeing of the pirates from the burning hole and the execution of the officers responsible for such a foul deed.

Diplomacy with enhanced diplomacy: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Diplomacy daily re-roll: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16


Male

After much discussion, you ultimately decide not to keep the captured Chelish ship for your own, instead focusing on enhancing the Silver Shrike's renown. You then have several days to spend in the sunny tropical hamlet, telling tales, eating the sweet fruits, and indulging in whatever minor vices you'd like.

Go ahead and make any port action rolls you'd like for the 5 days. Diana, I'm not sure what your goal is with that Diplomacy roll--recruiting crew? Remember that Infamy checks are Bluff, Intimidate, or Perform.

At the end of five days, Rickety seeks you out. "Well, I got 'er so done o'er that ain't no one likely t'recognize 'er! Two questions fer you: how're yeh payin'? An' what'd yeh like t'call 'er? She oughta be properly named afore goin' out on the waves!"


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

"WHy don't we stick to the bird theme, and call her 'The Raptor'?" Arhiel suggests... "We can name all our ships after birds as we get them... whether we keep them or not... folks will get to know our 'brand'"


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

I had forgotten that Infamy was not Diplomacy. So if we need recruits that was her first day recruiting.


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

Infamy checks

Bluff: 1d20 + 4 ⇒ (20) + 4 = 24
Bluff Reroll: 1d20 + 4 ⇒ (13) + 4 = 17

Bluff: 1d20 + 4 ⇒ (7) + 4 = 11
Bluff Reroll: 1d20 + 4 ⇒ (12) + 4 = 16

Bluff: 1d20 + 4 ⇒ (9) + 4 = 13
Bluff Reroll: 1d20 + 4 ⇒ (12) + 4 = 16

Bluff: 1d20 + 4 ⇒ (5) + 4 = 9
Bluff Reroll: 1d20 + 4 ⇒ (18) + 4 = 22


Male

Rickety nods and grins. "'Tis a good name! We'll 'ave a ceremony right afore y'all set off. And uh...about the other matter...my payment?"

Diana has spent the last several days telling stories in the Common Hall of Rickety's Squibs, and while she's made a good impression, most of the people there have been your own crew (what with Rickety's crew working on the ship). The storytelling can't hurt, though, and at least a few of them listen in every night.

Diana gains 1 point of Infamy and Disrepute for the group! Are there any other port actions?


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

For the first three days, Isaac tries to see if he can recruit more crew members.

Day 1 crew recruitment (Diplomacy): 1d20 + 10 ⇒ (20) + 10 = 30

Day 2 crew recruitment (Diplomacy): 1d20 + 10 ⇒ (9) + 10 = 19

Day 3 crew recruitment (Diplomacy): 1d20 + 10 ⇒ (15) + 10 = 25

For the last two days, he focuses on telling stories of their victory against the Chels.

Day 4 Gathering Infamy (Bluff): 1d20 + 7 ⇒ (11) + 7 = 18

Day 5 Gathering Infamy (Bluff): 1d20 + 7 ⇒ (5) + 7 = 12

Arhiel wrote:
"WHy don't we stick to the bird theme, and call her 'The Raptor'?" Arhiel suggests... "We can name all our ships after birds as we get them... whether we keep them or not... folks will get to know our 'brand'"

Isaac smiles and nods. "Tha' be soundin' lik' a grea' idea. I lik' th' nam' 'Raptor'."

The Norv wrote:
Rickety nods and grins. "'Tis a good name! We'll 'ave a ceremony right afore y'all set off. And uh...about the other matter...my payment?"

Isaac smiles at Rickety. "Aye. Ye will be gettin' yer pay fer a fin' job. We be havin' enough plund'r to be payin' ye."


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 the first three days spreading tales of the crew's successes for infamy.

Add +1 to both categories if women are in the crowd.

Day 1
Bluff: 1d20 + 14 ⇒ (8) + 14 = 22

Day 2
Bluff: 1d20 + 14 ⇒ (12) + 14 = 26

Day 3
Bluff: 1d20 + 14 ⇒ (11) + 14 = 25

The fourth and fifth will be done trying to recruit new crew members.

Day 4
Diplomacy: 1d20 + 14 ⇒ (13) + 14 = 27

Day 5
Diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21


Male

Isaac and Edward spend most of their time in the tap rooms or the docks, telling stories and trying to entice young (and not-so-young) salts to take up the pirate's life. They have some success in this enterprise, recruiting a full 20 new crew before Rickety grumpily asks them to knock it off. ("There be less'n a hundred souls 'ere! Leave me some workers, eh?") Isaac's stories work to pull in those eager for a shot at glory and plunder, but Edward's are the true performance pieces. By the time your ship is done, he's got a small group of admirers who show up after each day's work.

Once the five days are past, the Raptor is ready to sail--and virtually unrecognizable. On the day of the naming, your now-expanded crew swarms over the docks. Rickety provides a bottle of Sargavan rum, and after pouring each of you a measure, steps aside to let Jesal give the toast. "This one knows few good men, an' fewer still upon th'waves. But the crew here be a great one, an' this one owes them much. Steady sails an' followin' winds be wit' ye on yer way!" He hurls the bottle against the ship's keel, and a great cheer goes up as you all down your rum.

Later that afternoon, you're under way. The Raptor sails just to port and astern of the Shrike, and after shore leave both crews seem energized and enthusiastic. The only question now is where to sail to sell your ship!

GM Screen:

4d4 + 8 ⇒ (2, 3, 3, 4) + 8 = 20


Male

Ka-bump?


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

Standing on the deck near Isaac as preparation are made to depart Diana asks We've a ship to sell. Where shall we take her?


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

"That's a good question... we don't want to have to sail TOO far to sell her, but we don't want to take less than she's worth by selling her in a secondary port either... I don't think Bloodcove is far, we might get a fair price there... or sail a bit further around to Port Peril, but not sure I'd want to go there just yet...Maybe don't want to run the risk of running into Harrigan."


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
The Norv wrote:
"There be less'n a hundred souls 'ere! Leave me some workers, eh?"

Isaac chuckles. "Sorry abou' tha', Rickety. Guessin' we be gettin' carried away."

The Norv wrote:
Once the five days are past, the Raptor is ready to sail--and virtually unrecognizable. On the day of the naming, your now-expanded crew swarms over the docks. Rickety provides a bottle of Sargavan rum, and after pouring each of you a measure, steps aside to let Jesal give the toast. "This one knows few good men, an' fewer still upon th'waves. But the crew here be a great one, an' this one owes them much. Steady sails an' followin' winds be wit' ye on yer way!" He hurls the bottle against the ship's keel, and a great cheer goes up as you all down your rum.

Isaac cheers as the bottle is smashed and drinks his rum. He thanks Jesal for giving the toast.

The Norv wrote:
Later that afternoon, you're under way. The Raptor sails just to port and astern of the Shrike, and after shore leave both crews seem energized and enthusiastic. The only question now is where to sail to sell your ship!
Diana Seamyst wrote:
Standing on the deck near Isaac as preparation are made to depart Diana asks We've a ship to sell. Where shall we take her?
Arhiel wrote:
"That's a good question... we don't want to have to sail TOO far to sell her, but we don't want to take less than she's worth by selling her in a secondary port either... I don't think Bloodcove is far, we might get a fair price there... or sail a bit further around to Port Peril, but not sure I'd want to go there just yet...Maybe don't want to run the risk of running into Harrigan."

Isaac scratches his chin. "Aye. We don't wantin' to be sailin' too far. Nor do we wan' to sail to Por' Peril an' risk Harrigan. I be thinkin' we be needin' mor' o' a reputation firs'. So, let's be goin' to Bloodcov' an' be seein' wha' we can get."


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

"Bloodcove, eh?"


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

[b]"Perhaps in Bloodcove we can recruit some folks who might be interested in settling on Tidewater Rock and working there, either as skilled craftsmen or farmers... The Rock should be more self-sufficient I think."[b]


Male

The weather remains glorious as you ride a steady breeze east to Bloodcove. You make good time, and by mid-afternoon on the third day of sailing you're pulling into the mercantile port built into the roots of the massive mangroves on the Vanji River. The red river pours into the Fever Sea, staining the waters of the port as you cut through them toward the docks, rich with minerals and (at least according to folk talk) the blood of slaves and exploited natives upriver. You dock without incident, and pass the first afternoon and evening enjoying yourselves at the Witchlight--the same place that Jaina first came to the crew's attention, shortly after Diana joined. It seems like a long time ago, though in truth it was just a few weeks...

The next day dawns gray, and by midday there's a light thunderstorm rolling down out of the highlands. That, fortunately, doesn't stop you from enjoying the city--what will you do with your time here?

GM Screen:

Weather in three days: 1d100 + 4 ⇒ (5) + 4 = 9
Isaac: 1d20 + 12 ⇒ (19) + 12 = 31
Random Encounter?: 1d100 ⇒ 36 Nope!
1d100 ⇒ 62


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 will let others who are more savvy about the port guide them where best to offer a ship for sale... but will step up to negotiate the price when a potential buyer or buyers are found...

diplomacy to barter: 1d20 + 16 ⇒ (20) + 16 = 36

3,051 to 3,100 of 4,917 << first < prev | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay All Messageboards

Want to post a reply? Sign in.