Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Gotcha. Will update in a mo', barbecue calls.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So, the crew is all healed up, geared up, and ready to go.

What's your first order of business? Find a ship to plunder? Raid a seaside village? Sail around lookin' for trouble?


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Let's go to that fort.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Go to the fort while keeping an eye out for plunderable ships along the way.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The crew sails off, looking for plunderrrr, and heading in the general direction of Tidewater Rock.

On the way there, they overtake a ship, about their size. The name Truewind is clearly visible from a fair distance. It appears to be from Absalom.

How do you proceed? Planning on taking it on?


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Yeah let's get 'em!


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Let's tustle and hustle and get down to rustle.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Give me 3 Profession: Sailor checks, Slickjaw. Best 2 out of 3 vs his ship's captain means you catch it.


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Can I Kn.Local about the ship/typical tactics a ship from Absalom might use? If so...

KnLocal, Untrained: 1d20 ⇒ 3

Slickjaw can't pilot. It requires a strong person and leverage to turn a wheel on a typical ship, especially if you're trying to do it quickly.

It'd probably be one of the crewmembers who has the most experience as piloting, so I guess just use their Prof:Sailor mods.

3d20 ⇒ (14, 1, 1) = 16
Ouch.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Step aside, nameless sailor guy.

Prof. Sailor: 1d20 + 6 ⇒ (6) + 6 = 12
Prof. Sailor: 1d20 + 6 ⇒ (12) + 6 = 18
Prof. Sailor: 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yes...this would be why Kroop suggested Cyrdic be the captain. Because the Captain is the one who pilots the ship.

1d20 + 12 ⇒ (1) + 12 = 13
1d20 + 12 ⇒ (17) + 12 = 29
1d20 + 12 ⇒ (11) + 12 = 23

The Truewind's crew laughs as the Fat Dragon lives up to its name, slow and barely able to do more than sail in a straight line.

It swiftly sails away beyond your ability to catch up.

And this is why determining captaincy based on rock paper scissors rather than ability is a bad idea. At least Jrahk had a shot.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

I DID suggest we arm wrestle for captaincy, but Slick didn't like that idea.


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Captaincy != Pilot and IIRC harrigan lazed about below deck most of the time so there


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Slickjaw wrote:
Captaincy != Pilot

Yes, it does. There's a reason why the steering wheel for a ship is called the "Captain's Wheel".

Looking over the rules for naval combat, this game basically had its rules stolen for Assassin's Creed 4. So, think of that.


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Shrugging philosophically, Slickjaw turns to the crew and says, without batting an eye, "Ship happens."

Also, Helmsman is the actual role. We need someone with a high profession (sailor).


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

I have +6 and Besmara's Blessing...


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Jrahk is now the helmsman.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

yarrrrr


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

lets tustle with that island


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk sets a course for Tidewater Rock.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Gimme a few hours and post again if I forget. Wasn't expecting you guys to head straight for the Rock after you were whining about being broke and wanting to be real pirates and such.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Ah, sorry. It somehow didn't occur to me that we could just look for different plunderrrr.

Jrahk decides he is not ready to give up the chase yet, and starts looking for another ship to raid.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The group sails on, going for much...slower prey. They begin sailing a long the coast, looking for an easy target. It takes them almost a week, but they finally come across what they were looking for: A small, nameless fishing village along the coast.

It certainly won't give them as much booty as a fat merchant vessel will, but it's a good place to start.


"Aye. We could definitely get some plunder from here." Fishguts says.

"I suggest we sail on and come back tonight though. Catch these people by surprise, make it harder for 'em to mount a resistance."

"But, your choice. I doubt they could mount any real defense here, but easy prey's the best kind, eh?"


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

"Nighttime seems like a good plan."

Also, are all the other crewmembers human? Any dorfs or goblins or half-orcs for dat darkvision?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'm gonna say the majority are human, with the occasional others mixed in (much like your named crew, several humans, a halfling, a gnome, etc.) so basically "Not enough of them to make a difference in battle". You won't get any special advantages crew-wide for attacking at night besides the Surprise element, but you guys PERSONALLY will be at an advantage. Basically how this (and ship combat) works is your crew holds off the majority of the village while you lay the smackdown on their leader and most powerful fighters.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

"We wait for night."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The Fat Dragon's crew sweeps in in the dead of night, and raids the village.

1d4 ⇒ 1

The villager's defenders are half asleep and don't notice the crew until they're almost upon them.

Riza and Colin fight side by side, she lashing out at enemies form afar with her pike, and he defending her in close with his cutlass.

Conchobar gives a rousing song that spurs everyone to greater heights, and Rosie slashes with abandon, cutting her way through the village defenders as if they're not there.

They all give a wide berth to Arron, who has resumed exuding the stench you got a whiff of back on Bonewrack Isle, hindering their movements as he rips into them with savage glee, pausing to take a taste of one every now and then.

In the center of the village the last remaining defenders form up in the town center, hoping to stave you off, but obviously unprepared for any assault. They hold their weapons with some semblance of readiness, but are caught off guard at how quickly you arrive.

Eight warriors, men and women, and 4 dogs are arrayed in a tight cluster.

Initiative, and you have a Surprise round. We'll assume you start right next to them for simplicity's sake. Get to hacking.


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

As they exit the ship, Slickjaw passes Jrahk and extract of Enlarge Person. "Drink this when we see anything that could be an actual threat - and make sure you do it before you go berserk."

Slickjaw then downs a dexterity mutagen before going into combat.

-------------

Initiative: 1d20 + 7 ⇒ (6) + 7 = 13

"Jrahk, shake 'em up. I'll deal with the dogs!"

Note: AC is currently 23.

Slickjaw whirls into combat, attacking the first dog.

1d20 + 13 ⇒ (16) + 13 = 29
1d3 + 3 + 2d6 + 2d6 ⇒ (2) + 3 + (3, 2) + (4, 4) = 18 Flatfooted because they haven't acted yet, right?


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13

Jrahk drinks the Enlarge extract. Not raging yet.


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

I imagine you'd already have drunk it.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

tight cluster, eh?

initiative: 1d20 + 4 ⇒ (19) + 4 = 23

Ace casts burning hands at the townspeople.

dmg: 4d4 ⇒ (4, 4, 3, 2) = 13


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Slick rolls in and attacks one of his hated foes, a dog. He strikes the unaware creatures vital points with brutal efficiency, slicing one of the poor creature's legs off and causing it to bleed to death.

Yeah Jrahk, we'll say you had it drunk already. It lasts 4 minutes.

6d20 ⇒ (16, 5, 9, 2, 14, 6) = 52

Ace flash fries a number of them. They remain upright, but hideous burns cover most of their bodies, and they don't appear to be in much condition to fight.

1 dog and 3 people are at 0 HP and Staggered.


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Jrahk, intimidate.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

"JRAHK WILL EAT YOUR BONES!!!!"

Intimidate: 1d20 + 4 ⇒ (17) + 4 = 21

Wait, add +4 to that because bigness.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

With half their number dead or dying before they even have a chance to act, the rest throw down their weapons and get on their knees, surrendering.

The ones Ace burned try, but to their horror their weapon handles have melted to their flesh and bending their knees produces excruciating flashes of pain and a sickening crackle and squishing sound.

Looting the village uncovers a decent amount of plunder.

+1 Plunder from looting the village...+1 more if you take the remaining villagers to sell as slaves. Note: I consider this an evil act, but you being evil won't have any significant impact on the campaign as a whole. Just be warned that alignment shifts may occur if the slave trade is something you plan to get into.


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Are there any goblins/wizard (or other classes with spellbooks) in town? Also, Slick is down to clown with slavery, unless they are goblins.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Spellcasters, not really. Only 1st level spells are available, the town consists of only like 65 people (all human), so there's probably only a Cleric as the town doctor. Plus, they're Superstitious, so Arcane magic is unlikely.


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

Cyrdic joins the battle just in time to see the townspeople surrender. Grumbling a bit, he looks at his soulblade-this had been the first time since he died that he had actually summoned it. It looked...different than normal-it didn't seem as sharp as normal, but he supposed it might be easier to stick it in a nasty place on any enemies. Shrugging, he dispels it and turns to Slick.

"Look, personally I'm not all that fond of selling these guys. Is there maybe any way we can get them to work for us? Kind of a tribute-type thing? You know, where we come around every once in a while and they give us whatever profit they've made that harvest? Seems to me that if we get a bit of a long-term investment set up, instead of just one lump sum, it might pay off in the future."


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk shrugs. "Whatever gets most gold."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

They could get you about 10 gold a month if they worked hard enough, without starving themselves to death.

Or, 1 Plunder for selling them as slaves (1000 gp up front, no risk).


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

It would take about 8 years for them to pay off what we would've earned from selling them.

And didn't we kinda give up on being non-evil the moment we became pirates?


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

Didn't that free captain say he was rustled by slavers?


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

Pretty sure, yeah. This isn't really a good idea, IMO


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

I think it is.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Alright, fine. There's plenty of other plunder in the sea anyway.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

just loot the area, tell them who we are, and let us sail on our merry way.

On that note, the crew could use a name


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Slickjaw wrote:
Didn't that free captain say he was rustled by slavers?

No, he said one of the ports (Senghor, the one you were just in) wasn't a fan of slaves, and won't allow slave trading within their walls. They turn back any ships that arrive with slaves, but there's nobody that's said they'll hunt down slavers or anything (which they won't, it's too widespread a practice around here).

So, from a safety/monetary perspective, no reason not to.

Form a moral perspective, eh...


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk addresses the remaining villagers, baring his tusks and swinging his falchion at anyone who gets too close.

"We come back in a month. Your gold, ours now. If we don't think you made enough, I kill the rest of you, slow and painful.

"Tell all you know to fear the Fat Dragon, and CAPTAIN JRAHK THE INVINCIBLE!!!"

He turns and heads back to the ship, then growls at Cyrdic. "Could have made a lot more from selling them..."


Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED

"Helmsman, dammit."

As they had back to the ship, Slickjaw turns to Jrahk and says [b]"Whem we come back, if I'm not impressed with what we get, we enslave 'em."[b/]

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