Welcome to the Sweet Trade - An S&S PbP Adventure

Game Master ICTSpiceMerchant


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You totally left me out of the list. Kaars, ratfolk alchemist.


Man, I'm having some challenges! Ok. Here's the list. I hope.

Ford Benett - Human Gunslinger
Glade Wolf - Human Druid/Gunslinger
Akadi Tana - Human Oracle
Cerinnibert Daergel - Aasimar Druid
Bedu the Barber - Dwarven Bard
Sativon Preitan - Halfling Rogue (Trapsmith)
Alfonso - Human Sorcerer
Isabella D'Rosini - Half-Elf Rogue/Fighter
Mitleid - Aasimar Inquisitor
Kira Waveheart - Human (?) Rogue/Freebooter Ranger
Green Minnow - Half-Orc Fighter
Ezreal Connors - Half-Elf Ninja
Ci-Laine - Undine oracle
Foddertooth - Goblin Alchemist

If I've missed you previously or again in this list, it's not a reflection on your character, but a reflection of my inability to pay attention!


Not to make your life too complicated, I'm planning a Catfolk (panther-like) sorceror (aquatic bloodline).

I don't know a great deal of what Catfolk society would look like in Golarion, but I'm imagining him coming from a tribal society in the Mwangi expanse, where his tribe hunted and stalked their prey while either in their war canoes or swimming in the rivers. How he got to the Shackles? Well that will be included in the fluff and crunch.

Liberty's Edge

Ci-Laine's crunch is in this earlier post.

For her looks, I'm thinking something like this.

History:

As an undine, Ci-Laine is older than she looks. Although she looks, in human terms, like a late teenager, she is more than seventy years old. The vast majority of those years have been spent in a somewhat isolated undine coastal settlement in the Shackles. Like all children in that settlement, she was communally raised. Though she knew her biological birth mother, she didn't have any special contact with her above and beyond any other members of the settlement. Her father was a somewhat unique case, however.

After Ci-Laine was born, her father permanently left the settlement, one of the few undine in the settlement's recorded history to do so. Oh, many have taken trips outside, and some even do so regularly, but very few have left for good. Ci-Laine's father was one such undine. There were tales of what happened next, how he had ended up in a life of piracy and, some tales say so at least, ended up hanging from a gibbet. Of course, these were all tales told by traders who visited the settlement, but they nonetheless had a bit of an influence on the young girl growing up. Not directly so, as people tended to avoid talking about the subject in her presence, but there were always those hushed whispers in the shadows around her.

Over the years, the whispers of fellow undines started to have an effect on young Ci-Laine. The daughter of a pirate, they said. Sure to grow up to be a black sheep, just like her father, they said. It's in the blood, the wanderlust, to be sure, they said. And maybe none of that would ever have become true, if people had kept their mouths shut. But the more people whispered, the more it started becoming a self-fulfilling prophecy. Ci-Laine started to do things, break norms, be different from what an undine was expected to be. She lied, she cheated, and worst of all, she spent a lot of time with outsiders. For you see, this was a fairly insular settlement, and while trade with surrounding communities was important to them, it was a bit of a taboo to socialize with outsiders beyond the bare necessities required for trade. So it was a breaking point when Ci-Laine was found having impure relations with a human from a nearby village. She wasn't explicitly exiled from her settlement, but it was implied pretty clearly that her place wasn't there. At least -- that's how she felt when she packed her belongings and left in the middle of a winter solstice night.

As the game begins, Ci-Laine has spent a couple of years outside her birth settlement, traveling from place to place in the Shackles, so she has had some time to get acclimated to human culture, and isn't so much a "stranger in a strange land" anymore. She has no experience with piracy in specific, but she has had to do odd and questionable jobs to survive, and has had to compromise her morals more than a few times.

Personality:

Alignment: Lawful Evil. Ci-Laine is always looking out for herself -- "what's in it for me?" -- first. She doesn't have a single altruistic bone in her body, which, of course, doesn't mean that she will never do good things, such as healing other people. It just means she needs motivation to do something like that. One of her chief motivations for helping people would be existing -- or potential -- alliances. As a Lawful person, she doesn't have a lot of faith in individualism -- "those who stand separate, hang separate" -- and strongly believes in cultivating a flock of allies. She has a strong dedication to whatever group she is a part of, and will generally self-sacrifice for the group, because she believes it will pay off in the long run. She plays the long game.

Deity: As an oracle, Ci-Laine doesn't need to have a specific deity. She does not have a patron deity when the game starts, being a somewhat confused young woman with some deeply seated loneliness issues -- alone in the world, without a society, without friends, and without a deity as well. As the game progresses the intent is for her to slowly form bonds and overcome her sense of being alone, and this will extend to gradually discovering a deity as well, which will in all likelihood eventually be Besmara.

Overall, Ci-Laine *was* -- past tense -- a "scared little girl" for a decent long while since she stepped into the human world, but when the game starts, she is just growing out of that role into a more self-assured and confident young woman. Having spent a couple of years on scraps trying to survive, she has developed a hedonistic streak, and overly much values pleasures of all sorts -- food, drink, a warm room, a soft bed, social contact. All these are things she has gone without for long times, and due to overcompensation she naturally gravitates towards this sort of stuff more than is normal.

She's also bisexual -- if that's a problem for anyone best not to select me in the first place.


I have finished the background of Bedu for the Isle of Shackles. He will be a total skill monkey. I'll take a look at rogue and bard archetypes later to decide if he has a little of both or just one. That crunch should be done by Sunday.

Cheers


Would you allow the signature moves trait?


Hmm, it's been raised that Akadi has an incorrect interpretation of 'Fast Learner'. it doesn't apply to alternate racial favoured class bonuses.
While that makes it a little weaker for me I was using to aim for the higher feats in the chain, so I'll keep and amend it to give me some more HP... unless the GM is feeling lenient.


Well this is Mitleid. I had no Characer ready as I posted on my mobile. Now I have time to present my character!


@LilWilly - Sure.

@Akadi - What were you wanting to do with "Fast Learner"? I'm not sure I understand.

I'd like to wrap up recruitment this weekend, so get those characters submitted. I already have a rough road ahead of me to make a choice - not sure my heart can handle too many more great submissions. But keep them coming if you have them.


I saw your post when it first showed up but I guess I'm just slow at making characters. I probably need to do a few touch ups and do another run through for spelling/grammar, but I've been up all night working on Aria since I was worried I wouldn't make it in time. xD

Let me know if everything looks okay or not. Time for me to get some sleep.

Liberty's Edge

I'm guessing Akadi wanted to use Fast Learner (which lets you pick up two favored class bonuses) to pick up 1) a racial favclass bonus and 2) either +1HP or +1skill. But the feat has been officially clarified that it only lets you pick up two bonuses if they are +1HP *and* +1skill, as in if you pick a bonus other than those two, then you don't get a second favclass bonus.

For myself, I'd like to reiterate my earlier question: Will you allow regional languages such as Polyglot or Osiriani for Int bonus languages? I'd much rather use my Int bonus languages for some local languages than having to pick up Dwarven and Elven...


@Samy - I'm good with any known languages, assuming your character would have a valid reason for knowing them. And thanks for the clarification on Fast Learner.

@Akadi - If you're wanting to take both bonuses, I'm afraid I can't be that lenient. That's too OP, I think.

@Aria - Get some sleep!

Current List - I skipped Kaars again (sorry)
Ford Benett - Human Gunslinger
Glade Wolf - Human Druid/Gunslinger
Akadi Tana - Human Oracle
Cerinnibert Daergel - Aasimar Druid
Bedu the Barber - Dwarven Bard
Sativon Preitan - Halfling Rogue (Trapsmith)
Alfonso - Human Sorcerer
Isabella D'Rosini - Half-Elf Rogue/Fighter
Mitleid - Aasimar Inquisitor
Kira Waveheart - Human (?) Rogue/Freebooter Ranger
Green Minnow - Half-Orc Fighter
Ezreal Connors - Half-Elf Ninja
Ci-Laine - Undine oracle
Foddertooth - Goblin Alchemist
Kaars Aarden - Ratfolk Alchemist

Grand Lodge

I have updated Cerrinibert to level 2 and added the Aquatic Druid archetype.


And yet another AP I'd be super interested in playing!

I'm thinking Ellowin Jax, Varisian magus...

Sheet:
Ellowin Jax
Female Human (Varisian) Magus (Bladebound, Kensai) 2
CG Medium humanoid (human)
Init +2; Senses Perception +1

Defense
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 20 (2d8+4)
Fort +4, Ref +2, Will +3
Defensive Abilities canny defense

Offense
Speed 30 ft.
Melee scimitar +4 (1d6+2/18-20)
Special Attacks spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 2nd; concentration +5):
1st—shield, shocking grasp
0 (at will)—acid splash, arcane mark, detect magic

Statistics
Str 10, Dex 15, Con 13, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Dervish Dance, Weapon Finesse, Weapon Focus (scimitar)
Traits besmara's blessing, magical lineage
Skills Climb +4, Knowledge (arcana) +8, Perception +1, Perform (dance) +2, Profession (sailor) +6, Spellcraft +8, Swim +4, Use Magic Device +5
Languages Aklo, Aquan, Common, Polyglot, Varisian
SQ arcane pool, chosen weapon, spell combat
Combat Gear acid; Other Gear scimitar, backpack, belt pouch, hammock, ink, black, inkpen, soap, spell component pouch, spellbook, trail rations (5), waterskin, 96 gp, 1 sp

Backstory (Rough):
Ellowin grew up in the Dockway district of Magnimar. It's believed that she was born under an auspicious day and her family and neighbors always believed that she was marked for a greater destiny than to stay in Magnimar. Ellowin never quite believed that, but always felt more comfortable when aboard the family's shipping vessels than on dry land.

During a stop in Port Peril to offload some cargo and take some new passengers on, Ellowin wandered into town. She only had a few drinks, so it's strange that she can't remember what happened next...

(Will be fleshed out a LOT more if accepted.)

Thanks!


Kira is a Human fighter. Her backstory and crunch will be posted today.


it is no worry, I'll lose some spells and gain some hit points, I can live with that.


Yes that Fast learner ruling was a bitter pill for us Human spontaneous casters. You can get most of the pre-ruling effect by taking toughness instead of Fast learner. Each level you would get +1hp and the spell. I fear there is no way to duplicate the skill rank + spell combo.

At least assuming the GM will not allow the Legacy of Fire campaign trait Finding Haleen.

Sigh....
Why do casters never get the nice things.. ;7)


@Alfonso - Except, of course, the complete and utter ability to break the game with high-level spells. ;) And no, sorry, no Haleen traits allowed.

@Everyone - I'm thinking I need to wrap up recruitment. The number of quality submissions is staggering. I'm a newcomer to Paizo.com, but I'm already blown away by the creativity here.

As such, the deadline for submission is tomorrow, Saturday April 5, at 11:59 p.m. I will then review the submissions and pick a group of players.

Current List
Ford Benett - Human Gunslinger
Glade Wolf - Human Druid/Gunslinger
Akadi Tana - Human Oracle
Cerinnibert Daergel - Aasimar Druid
Bedu the Barber - Dwarven Bard
Sativon Preitan - Halfling Rogue (Trapsmith)
Alfonso - Human Sorcerer
Isabella D'Rosini - Half-Elf Rogue/Fighter
Mitleid - Aasimar Inquisitor
Kira Waveheart - Human Fighter
Green Minnow - Half-Orc Fighter
Ezreal Connors - Half-Elf Ninja
Ci-Laine - Undine oracle
Foddertooth - Goblin Alchemist
Kaars Aarden - Ratfolk Alchemist
Ellowin Jax - Human Magus (Bladebound, Kensai)


ICTSpiceMerchant wrote:

@Alfonso - Except, of course, the complete and utter ability to break the game with high-level spells. ;) And no, sorry, no Haleen traits allowed.

Tongue firmly in cheek with my previous comment. The caster-martial power chasm is this game's largest and most glaring weakness.

If you had allowed Haleen I would have pulled my candidacy.

I can see a feat that allows +1 skill rank/level with some restrictions (feat names the skill, or only useful on skills with >5 ranks, or Must be matched with a non-feat rank so you can rapidly get better at a skill but you still need to invest, or something.) There is the Human Spirit feat but it only does the fast learner trick for 4 levels. Still with this feat a 1/2 elf Oracle can do the pre-ruling fast learner trick for 4 levels.

The fact that I cannot decide if it is worth taking means they might have hit the power level just right. Not for Alfonso mind you as he is not eligible but in general..


Presenting Khudan, the Black-pelted Catfolk from the Mwangi Expanse. As a young warrior of his tribe, he walk bred and taught to stalk his enemies and prey from whichever ways was least expected. He climbed trees to strike from above, and swam through the rivers to strike from below. His tribe was unknown by all but their allies since they constantly moved about and traded mostly with other barbarous races.

He never found himself to be a great warrior, despite the training that he was subjected to. Instead, he found himself to be a greater support to others in battle. He enjoyed the opportunity to push away a killing blow which would strike his friends, or trip up prey trying to escape another hunter. His skills were valued by the tribe.

However, the shallow water of the rivers gave way to his desire for deeper waters. He loved the opportunity to swim in them, but wanted to go even further. He eventually went off and smuggled himself onto an ocean-going vessel. His fortunes left him in Port Peril, where he found great opportunities to ply his trade upon the open seas.

To be a pirate, sailor, or solider, he did not care. His only desire to explore the seas and understand the vast expanse set before him.

Basic Info & Defense:

Khudan
Male Catfold Sorceror (Aquatic Bloodline) 2
CG Medium Humanoid (Catfolk)
Deity: _______ , Homeland: Mwangi Expanse, Tribal Village
Init +4; Senses Perception -1

AC 12, Touch 12, Flat-footed 10
HP 18/18 (Toughness, 1 favored class bonus, Max & average +1)
Saves Fort: +2, Ref: +2, Will: +2

Offense:

Speed 30 ft.
Melee -Dagger +0melee(1d4-1/19-20);
Ranged - Dagger (Thrown) +3ranged(1d4-1/19-20);or
Underwater Light Crossbow +3ranged(1d8/19-20);

Statistics:

Str 8, Dex 14, Con 14, Int 12, Wis 9, Cha 17
Base Atk +1; CMB +0; CMD 12
Feats Toughness, Eschew Materials
Traits Reactionary, Touched by the Sea,
Skills Acrobatics +2; Appraise +1; Bluff +10; Climb -1; Craft (Untrained) +1; Diplomacy +6; Disguise +3; Escape Artist +2; Fly +2; Heal -1; Intimidate +3; Perception -1;Perform (Untrained) +3; Profession (Sailor) +3; Ride +2; Sense Motive +1; Stealth +2; Survival -1; Swim +4(1 skill point from favored class); Use Magic Device +8;
Languages Catfolk, Common, Sylvan (Would prefer Aquan instead of Sylvan if possible)
Combat Gear Underwater Crossbow, Dagger

Spells:
Spells per Day: (0/5/0/0/0/0/0/0/0/ DC:14+spell level),
Spells Known: 0th - Acid Splash, Light, Ray of Frost, Resistance, Spark
1st - Grease, Mage Armor

Special Abilities:

Cat's Luck, Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Clever Cat (Ex) Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. (This racial trait replaces natural hunter.)
Climber Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Dehydrating Touch (Sp) Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Low-Light Vision catfolk have low-light vision allowing them to see twice as far as humans in dim light.
Touched by the SeaYou gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.


Ezreal Connors Half-elf ninja

Backstory(basic):
Ezreal's mother was pirate and his father was a ninja that often did jobs for her. he was taught by his father after his mother and her ship disappeared at sea when he was young. He originally worked primarily on land but his mothers pirate blood always called him back to the sea where he picked up sailing and honed his skills his father taught him. after a rough night he find him self in his current predicament.

Crunch

the backstory is basically the bare bones of it and the crunch is nearly done just got to add equipment. been busy for the last couple of days but will try to get it finished some time today.


Alright finished cleaning up the profile. Only ended up being 3 or 4 things that I had to clean up on. Is it okay just to leave it in my profile or do you want me to make a post with all the tags?

Envoy's Alliance

good luck, for those who don't get in, keep trying, there will be another skull and shackles soon or another AP of whatever else you are trying for.
Edit: I've roleplayed with most of these people before and they all have good roleplaying.


You're acting like it's already been decided. People have until tonight to finish up their characters and submit them so there's still time.

Envoy's Alliance

I didn't say those who didn't get in, I said those who don't get in.
Sorry for the confusion. But I have roleplayed with most of the people that submitted.


S'alright. Sorry if I came off like a dick.


"Mutiny!? Someone say mutiny!?"


Bedu is at your service, oh masterful merchant.

May the Gods favour you all.


I'm interested in playing! The character concept I have in mind is a wharf-rat-turned-wizard, semi-recently washed ashore after being saved from a deadly storm by an encounter with a ghost ship. Human, probably, with an emphasis on utility, crowd control, and stealth rather than blasting; personality-wise, a practical survivor with an inconveniently strong curiosity, but not a bad person at heart. Certainly not the type of CN that only escapes CE because they failed out of Puppy-Kicking 101 at Villain School. I'm waffling between air elementalist and transmuter for a specialization. It might depend on whether the first-level spell "Air Bubble" is considered one of the air elementalist's spells or not. Probably bonded object rather than familiar, but if a familiar, a parrot, because come on. I'll have a more detailed backstory and stats up in an hour or so, hope it's not too late!

As for me, I've never played in a PbP game before, but I've been DMing for a group of IRL friends for about 3 years now, and been a player for years before that. I've also been lurking around these boards for a while, reading other campaigns, to get a feel for the conventions of PbP - what works and what doesn't. I know nothing about Skull & Shackles beyond what's in the Player's Guide. I'd have no difficulty with posting once or twice a day.


I'm going to remove myself from the choices as I've been selected for a different PbP campaign.

Thanks anyway!


I don't know which Midnight he's going by, but it's almost midnight my time (EST) so if its that, good luck to everyone who's entered and may the best players win!


Just squeaking by the deadline, I hope! That took way longer than I expected.

Description:

Forgettable. That's the best that can be said of the grubby and impecunious appearance of the slight boy standing before you: he looks like every other urchin from here to Tian Xia. His narrow face might be pale beneath the dust and grime; his brown hair is cut messy and uneven; and his layers of ragged clothes hardly deserve the name. Hollow-eyed and not even five and a half feet tall, he's likely another malnourished orphan: neither strong enough to find honest work, nor handsome enough to attract more than a momentary sympathy from those passersby who don't surreptitiously check their purses instead.

Then something takes his interest and he glances up, and his whole appearance is transformed. His brown eyes are bright with intelligence and frank appraisal, and the liveliest curiosity is apparent in the tilt of his head and unconscious lean of his skinny form. This is no beaten-down wharf rat, but a confident and wary survivor.


===================================================
Background (Spoilers Within):

Morgyn doesn't remember a time before Mother Tibb, but she figures that's just as well. The crippled old Besmaran adept who took in her and some other Wiscrani foundlings was no saint, but she kept them from starving or going to the Asmodean orphanages, and she taught them a useful trade. An illegal trade, to be sure, but a useful one. Most importantly, she kept Morgyn on, knowing she was a girl and helping her conceal the fact, years after anyone else would have sold her to the stews for a quick profit.

Then someone peached on Mother Tibb to the robins, and Mother Tibb swung. Most of the rest of the gang was transported, but Morgyn escaped justice. She made it on her own another two years before being press-ganged for a Navy ship by some officers who mistook her for a boy. After only a few months at sea, that ill-fated tour of duty was cut short on its way to Sargava by the whims of a storm out of the Eye of Abendego. As the foundering ship was blown out of her sight by the gale and the pounding sea, Morgyn clung desperately to a spar to stay afloat. Just as her endurance was reaching its end, she saw the ghostly light of another ship. A dangling rope beckoned to her; she seized it and scrambled aboard. Hiding behind a capstan, she watched the dim figures of the crew ignore her and go about their duties in total silence and calm despite the lashing rain and winds. As the storm ended, the moon shone through the clouds, and through their missing flesh: skeletons. Not a single living person crewed that silent ship.

Morgyn doesn't remember much of the rest of the night through the haze of terror and exhaustion. Even she will not swear the veracity of her memory that at one point the ghost ship simply lifted itself from the water and flew upon the clouds as on the sea, every moon-white sail limned with Arazni's Fire. When she came to her senses, she had washed ashore on a remote beach near Port Peril, hundreds of miles from Sargava, with nothing but the ragged clothes on her back - and a small waterlogged book, clutched in one hand.

The need to understand what had happened - to decipher the secrets of the still-legible sections of the book - became her new purpose and sole goal beyond survival. When she became frustrated with the pace of her progress on her own, she broke into the house of a Port Peril wizard one night to read from his books and compare them to her own - carefully replacing them when she was done. It was several break-ins later that she realized that the books most useful to a fledgling wizard had all been stacked together, along with ink and quill. On subsequent nights scattered and seemingly forgotten bits of spell components appeared; then a plate heaped high with cookies, from which one or two would surely not be missed. Muleheaded scrap of humanity that she was, Morgyn never approached the wizard himself - trying instead to repay him by chasing off other would-be thieves - even as she became more and more comfortable in the little study with its squashed armchair. It became routine, even comforting, to spend her days scrounging for the bare minimum of money and food and her nights in study.

So when Morgyn felt a familiar wooziness in the Formidably Maid, where she had stopped for a drink, the last thing to cross her mind before the black was not so much "What's happening?" as "Oh, not again."


===================================================
Statistics:

In the character alias! Please note that I've tried to represent all starting wealth as only more first-level spells, which cost 10 gp each to write in a spellbook. Having few possessions is part of the backstory.

===================================================


@Morgyn. Extra spells is more than 10gp though, usually you have to buy the scroll or pay someone who has it in their spellbook to copy it from them (for half price of a scroll usually)


A foul-looking man with long, stringy black hair and beard stands with his back to the room, lazily drinking a mug of foul-smelling ale. A slightly crazed looking woman stands at his side.

”What new bloods have ye’ rallied fer our crew?” the man asks with a sidelong glance to the woman. ”The lubbers ye’ brought aboard las’ night are a poor sight fer sea dogs. The cap’n needs some seaworthy lads and ladies to join his crew.”

The woman nods manically, and slides over a crudely written list. The man takes a long swig before picking up the parchment. He glances it over and shakes his head. ”This is the best ye’ can do? There’s none more worthy?” he casts a sideways glance towards the woman - her head is hung. ”Well, tell me about these lubbers. Start with the dwarf.”

”That one goes by the name ‘Poodu’ or some such,” she answers quickly, pointing to the exotically dressed dwarf. ”Don’t seem ta have much in the way o’ sea legs, but he looks to comes from wealth. If nothin’ else, maybe some folks back home are willin’ ta pay ta see ‘im again?”

”We’ll see if survives long enough ta’ make it worth our while,” the man responds. ”Looks like we got another fancy one on the list. Tell me about her.”

”That one’s some poor bastard’s widow. Been looking for husband for a while now, I ‘spose. Seems ta’ be puttin on airs, ta’ me. But ya’ shoulda seen the way she cut a fool who had half a mind to make advances toward her. He won’t make that mistake again soon,” she says, laughing cruelly.

The man is unamused. ”What about this one?”

”That one seems ta’ have a bit o’ magic ‘bout him. I saw him picking’ somethin’ up without usin’ ‘is hands and freeze his mug to cool his ale. Bet that’s not all ‘e can do. Ah, but this one - this one I’m ‘cited ‘bout.” she says, pointing to the first name on the list. ”She’s somethin’ of a Mwangi magic lady ‘erself. Not sure what all she can do, but she carries ‘erself like she’s got power inside ‘er. But more’n that, she’s been on a ship prior - knows her way ‘round a bit from the sound o’ it.” She looks the man, clearly hoping for approval.

The man scans the list before spitting on the floor in disgust. ”Ye’ve got ta be jokin’ with this one. A bloody goblin aboard our vessel?! Ya tryin’ to ignite our ship - yer home - ablaze?!”

Her face falls as she responds. ”About that one - ‘e’s already aboard, sir. Seems ‘e got drunk and picked a fight with Narwhal. The goblin made fun of ‘is nose. Narwhal made fun of the gobbo’s ears. Gobbo tried lobbing a mug o’ ale at Narwhal but missed, and Narwhal knocked ‘im out cold. Took the creature aboard a bit earlier - it’s sailed afore and if nothin’ else, could provide a bit o’ entertainment for the men, right?” she answers, looking back up hopefully.

”Least none of these seem ta be the fightin’ type - or at least good fightin’ type. Shouldn’ put up much of a fight if they become - unhappy - with their station. Bring ‘em aboard. We set sail in a couple a’ hours.” He takes a long swig to finish his mug and throws a coin on the bar. Adjusting his coat he looks out over the room again, spits and heads out the door.

The New Recruits

  • Akadi Tana - Human Oracle
  • Bedu the Barber - Dwarven Bard
  • Alfonso - Human Sorcerer
  • Isabella D'Rosini - Half-Elf Rogue/Fighter
  • Foddertooth - Goblin Alchemist

    Thanks again to all who applied. If you weren’t selected for this game, I hope to see you around the boards in some other, grand adventure.

    For the new recruits, head over to the discussion thread to get checked in.

    Happy gaming, all!


  • Good luck in your game! :D Hope it goes long and lives strong!

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