Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I'll note the share, thanks.

Is there anything for sale at Ricketey's store apart from booze? Was this posted at some point and I've either missed it for forgotten?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

GM said minor magic items I believe, but don't remember a list.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Currently, your riggers are clad in leather armor and armed with daggers- during combat they focus on keeping the ship steady and try to avoid direct confrontation. Your raiders wear leather armor also and carry bucklers and cutlasses. I reserve the right to describe anyone I want as wearing or wielding something different though.

I never posted an actual list of what could be found in the store because nobody ever went to check it out. But for simplicity sake, here you go:
+1 cutlass (2,315g)
+1 rapier (2,320g)
masterwork composite longbow [+2 Str] (600g)
+1 buckler (1,155g)
+1 darkwood buckler (1,205g)
+1 studded leather (1,175g)
+1 leather (1,160g)
mithril chainshirt (1,100g)
Besmara's bicorne (1,700g)
feather token: swan boat (450g)
feather token: fan (200g) x2
potion of cure serious wounds (750g)
potion of cure moderate wounds (300g) x2
potion of cure light wounds (50g) x6
potion of waterbreathing (750g)
potion of touch of the sea (50g) x2
potion of air bubble (50g) x2
funeral weapon oil (50g)
magic weapon oil (50g) x3
scroll of Gozreh's trident (150g)
scroll of lightning bolt (375g)
Plus an assortment of masterwork weapons and light armors.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I'd like to get me aaaaaaaaaaaaa
actually I'll think about it. I've got too many ideas but bed time was an hour ago.

If we're going to be fighting people at sea, we should have boarding stuff. Grappling hooks, boarding axes, some sort of plank for walking across, boarding gaff, lots of rope, etc. If defending against boarding, we should get a rack of boarding pikes.


Jordanna is content to wait until Tugg wants to talk more.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

@GM,
I was gonna work on one of the +s today, but the sawdust-haired woman made me curious. Not sure if she’s recruitable, so Diplo can be recruit, or just a generally good first impression if recruiting is not an option.

(Rolled/conversed in spoiler in case the GM call is Saph can’t find her.)


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Paddy (but really everyone)- Your ship will have plenty of rope and a stock of grappling hooks. The default assumption for boarding is that everyone will either scurry across the ropes or jump the gap between ships. If you want to invest in a plank to aid in crossing, you could get one here for like 10g; but you should expect that enemies are going to send extra forces to defend such an obvious boarding point. For 50g, they could make one with cleats and put matching sockets on the deck so that it would be more stable.

@Murillo (but really everyone)- It's customary, and widely considered good luck, for new ships to be dedicated/launched by a free captain (which is a captain whose legitimacy as a pirate of the Shackles has been officially recognized by the/a pirate king) or a priest of Besmara... there is currently one of those things in this settlement.

@Saph- I'm on my way over to gameplay next and will reveal your results.

Edit: Also, I'll assume that you got back to Rickety about the quick release sails a couple days ago... that way, with the extra help he's getting from Paddy, it won't really delay your departure.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

"Fer ten gold, ye better be carvin beautiful halflin bosums on a couple planks of lumber, afore ye be walkin it."

If I bought a boarding gaff or two, would it be possible to assign that to some crew such that they can fix the ships together? That should help stabilize the ships, but I don't want to be doing that myself while everyone else is boarding.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I'll have Paddy buy 2 potions of CLW, a potion of touch of the sea, and a potion of air bubble.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Paddy- it looks like you accidentally made a gameplay post here in the discussion thread?


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Nope. That was intended for the discussion thread.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

I realized that after reading it more carefully, lol. There will be crew members trying to hold the boats together, you don't need to get too hung up on the details. Although, if you want to invest money in boarding gaffs or something like that it would only help with that.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Yeah I'm trying to work out my Scottish Irish Canadian Dwarven Pirate Medieval accent.

I'll hold off on the boarding gaffs. I'll see if there's anything to do differently after we do our first actual boarding.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Normally, I don’t roll this, but…

H: 2d8 + 60 ⇒ (2, 3) + 60 = 65 = 5’5”
W: 2d8 ⇒ (2, 8) = 10x5 + 90 = 140
The weight is solid muscle, of course!


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Paddy- weirdly, Scottish/Irish/Canadian is an existent accent that you could look at for inspiration... its called Newfinese

Paddy:
You are the one with the treasure map that caused so much commotion on your previous ship (although, you weren't the one causing the commotion by really pushing the captain to go get it). It points to 'Blue Booby Island' (which despite much speculation from the crew is actually named for the blue-footed boobies that nest there). The island is a few days southeast of Rickety's in the Fever Sea, and according to the map is surrounded by a dangerous reef. The treasure, it says, is "beneath love's final bed, beyond the gates of paradise."

@Hedy (and everyone, I guess)- as I mentioned before, the crew just have one of 3 stat block (warrior, expert, or aristocrat) and don't generally get customized at all... but I don't mind being a bit flexible with what they do that's not directly effecting gameplay, particularly the rare aristocrats, so if you wanted to have Suki take over the cooking that'd be fine (and she'd do a decent job at it).


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Newfie? Why didn't I think about that!?? That's brilliant

Blue Booby Island
Everyone looks at Saph

Who knows about this map I got? And where did I get it?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Blue what? Oh wow! And yeah, looking at Saph!—especially with that glorified sports bra the avatar is wearing!


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Paddy- you found the map on a dead swab on a merchant vessel your old crew plundered a few weeks before you got stranded at Rickety's (so going on 2 months ago). All the pirates who got stranded with you know you have it and have seen it themselves. Saph and the two Tian folks who were sort of new-crew at the time probably know you have it, but may not have seen it themselves. I'm assuming by now you or one of the new recruits have told the captain that you have it, but that never happened on camera, so maybe not?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

OF COURSE they told the captain, they love the captain and tell her everything... what are we talking about btw? :)


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

A map of Saph’s boobs.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

They're so small
birds I mean. Small birds

Paddy has a treasure map. He's had it for ages and never told you, because reasons.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Lol- Hedy knows that one of you has it, and she probably knows which one already.


male

Ha! I'm certain that Saph will look lovely in whatever outfit you all come up with, but with blue skin and white hair, when Hedy said to wear red all I could think of was Papa Smurf.

(Also, if anyone was unaware, if your post contains the word "smurf" it will automatically change your profile pic for that post. A fact which I had forgotten about until 30 seconds ago, lol.)


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

No Smurfette?
<—THAT is totally a dude!


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

It been years since I fooled around with this at all... iirc, there's a handful of different smurf avatars that it randomly assigns from, but I don't recall any of them being smurfette?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Random images? So if I edit the word into my post...

SMURF!

(I blame my boring online training course for work that I’m this much into the Smurf thing here. But I believe it’s out of my system now, and so I’ll stop.)


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Okay, if you had difficulty with Paddy's speech earlier, you're gonna have a hard time once I start throwing newfinese in there.

So if you can't understand what he's saying, just ask him.

By the way, I reserve the right to mangle anything and everything he says regardless of culture or dialect. I'm sure there's a feat or trait somewhere that I could take to use this for bluff checks.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Maybe Paddy has voices in his head, each one a different accent. Same personality for each voice, so only the accent changes :)


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

It's been a fair bit of flailing around in an attempt to nail down this character. Usually it doesn't take me so long. I feel like I'm starting to get a clearer vision. I find that I can only write so much ahead of time. The character comes to life during play, and it may or may not align with what I planned.


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HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Paddy- I have no doubt you'll get there, and being a new addition to a (partially) established crew provides a really good backdrop for the process, imo.

@Everyone- I posted links for the plunder rules and infamy/disrepute rules in the heading that appears at the top of every page of the thread. It's important that at least some of you understand the plunder rules. The infamy rules it's sort of up to you how much you want to use, although it can have some bearing on gameplay. Like, even aside from the listed benefits- some ships will be more likely to surrender more easily if you've got more infamy. Also, until/unless Hedy gets recognized as a free captain you may be a target for other pirates (and even after that some less honorable pirates may take a crack at you), but higher infamy can discourage that. So, it'd be good for you to understand how that works too.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Master of the Seas and Storms wrote:
…until/unless Hedy gets recognized as a free captain you may be a target for other pirates (and even after that some less honorable pirates may take a crack at you)…

^That’s one way to earn our rep!


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Hello everybody, a few weeks ago I ran into a bit of a bad patch IRL and felt the need to bow out of games for awhile. What I have since discovered is that these games serve as a way to help cope with the stress instead of being a way to run away from it. I am asking the group if it would be alright to come back. I was hesitant about doing this but after talking to Itzi last night it was pointed out to me that this does happen from time, and so I decided to go ahead with this idea. No matter what the decision is I want to say how much I have been enjoying this experience and if this doesn't work out this time I am certain that there will be chances to play together again in the future.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Welcome back!

Make sure to check what’s available in the shop (and what your share was from the trip upriver) before we sail off.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

WELCOME BACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Lol.

PS- we added 2 new officers (players) while you were away. You’ll get to know them soon I’m sure.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Mental health peoples, UNITE!

Bad spellers, UNTIE!


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Welcome back! I believe you were here when I just started, but missed out once we got into our first battle… or was it when we met Kryxthis, the lizard woman?

Recap:
• talked to lizardfolk
• killed the naga queen, who was a tyrant
• got over 10,000g worth of treasure
• got through the rest of the week without killing anybody
• Doma help Hedy make a dress for Saph

That last one’s a minor thing, but my character will probably be grateful for all the red fabric you loaned/gave her, so you at least know the gist of why if you don’t have time to read all you missed.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --
Paddy wrote:
Paddy is not the most imaginative lover, but he has the endurance to make a tall and burly man look like a two-pump elf.

Lol. For poor Vadoma's sake, I'm going to assume you mean a different tall and burly man than Jordanna's werebear (otherwise you probably wouldn't be done in time for dedicating the ship).


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I will f%&~ing get the DieHard feat if it means I can 'outdo' him hahahaha


Jordanna is ready to move on once everybody else is. :)


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

I believe we're just waiting on a day 8 action from Murillo and then it'll be time for launching the ship... which (as I believe I mentioned) is typically presided over by either a free captain or a priest of Besmara, and currently Murillo is the only one in the settlement who matches either of those descriptions. So...

@Murillo- I'll post the set up for the launch at some point this morning and, hopefully, with your next post you can include some kind of blessing or little speech (along with your day 8 action).

Paddy:
In your defense, werebear-kin have the same stat modifiers as dwarves, so he basically is just a big dwarf and not really a human, lol. And, there's an enormous difference between 'outdoing' him and making him look like a "two-pump elf."


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Two things as we prepare to move on...

1. Did you ever actually settle on what colors the ship is painted? In the grand scheme of things, its probably not that important but it would be nice to know for the sake of descriptive/flavor text.

2. If you haven't looked at what's available in the store yet, please do so before leaving port (the list is right here). Even with the extra ballista and the upgrade to the sails you're still way above the threshold for how much coin they have on hand that could be dolled out. If people aren't interested in buying more stuff (or taking some more stuff in trade really) you're probably going to have to hold on to that sword for now and sell it in a bigger port later (which will, obviously, change how much coin everyone has).


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

It would be easier to note the amounts instead of trying to figure out how much to sell to get the ship upgrades and what paddy wanted. But I can do that if you wish.

Hedy used the seventh share and a good part of hers on the ship. I think she had ~500 left.

... let's throw in smuggling compartments.

Colors! Pure white sails, bleached like bone. Black accents on the ship, but other than that normal brown. Unless anyone disagrees.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

Working on post now :)


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

just finished Hedy's, but just led into you, nothing more.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

Murillo will, of course, be purchasing Besmara's bicorne.


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Purchasing 2 CMW and a Fan for a total of 800 gp.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Congratulations!

You have completed the prologue to our adventures and are officially set loose to make your own fortunes on the open sea.

Go be pirates.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

The tutorial!


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

You ninja’d me, Paddy, so I edited accordingly.

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