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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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

“Right,” Saph replies. “Magical gloves are not toys, and even if they kind of are, playing at the table is bad manners.” She’s kinda mocking a butler from her childhood days working as a maid.

But the mention of manners reminds her, “Oh…!” She tells Ronnie what she intends to do before doing it—

—which is to say, she seeks out Aerin. And when she finds her:

“Aerin, I wanted to thank you for throwing the rope. I was kinda preoccupied, and ropeless, and… it would’ve been weird to say ‘thank you’ in that particular moment. But I did appreciate you being so quick to throw the rope. Just knowing Ronnie would be okay if things went south helped get me through that.”


Aerin nods and smiles. "You're very welcome, I find it surprising how many of us who have chosen to live our lives on the sea don't know how to swim. I couldn't have handled it if you or anyone lost someone important to them and I could've helped prevent it. By the way how are the gloves working out?"


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

Saph replies, “Those are so fun! There’s a tailor on Port Peril who worked two of my outfits around the gloves’ color. They’re great in public if you want to say something you’d rather strangers don’t hear, but… I did weird out the cook.

“Going forward, I’ll just use them on people who know me.”

Saph isn’t wearing them now, much to her relief. The gloves would be pretty bloody after the battle.

“I never knew it was so common for sailors not to know how to swim. I did a lot of training waist-deep, counterpunching and kicking under water. The resistance helps you hone your technique.” (My sensei from the 90s would agree.) “Master Lam let us swim after the lesson.

“How old were you the first time you were at sea?”


"I feel as if I was born on the sea, grew up on my dad's ship, running around and raising hell once I discovered my magic abilities, didn't leave it until I met Ody, he was the one to get me to leave the sea. There was a home in Bloodcove, we stayed there when my mom was going to visit, other than that I was always at sea." Aerin surprises herself, she hadn't planned on mentioning anything about her past when she first came aboard, "It must be her demeanor, Sapphire seems so open and unapologetic about her past, makes me feel comfortable." She thinks to herself.


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

Hedy gets with the other officers to inform them of the two leaving "I'll make a declaration of heading to port and anyone that wishes can depart to the entire crew. Not today though. Murillo, once we are at port, take who you need to find that captain with the sunken cargo. Sounds like an easy haul, might as well grab it before another does. Everyone, keep your ears open for next targets, and someone who might want a big anything eater."


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

Saph smiles when she hears the name.

“Looks like Ody couldn’t keep you from the sea forever. I hope it was fun while it lasted.” Recalling that Aerin didn’t want to discuss her ex-husband earlier, she adds in a somewhat apologetic tone (with a hint of guilty pleasure?), “Not like I mean to pry.

“It’s pretty much all we had in the cage. We never talked about our fights—it was just a show. But our pasts were varied and full of secrets. It was the all we could give each other: our pasts, our secrets, and the promise to keep ’em between us. I guess that’s how it is with a crew, right?”

Whatever her feelings about the raid and the very idea, Saph can’t deny that the pirates’ camaraderie is admirable. Maybe that’s what kept her on this crazy ride for so long, even knowing where it would eventually lead her.


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:

Paddy tries to get Aersten's attention.
"I needs a 'and securin Waffles. Care te 'elp, b'y?"

"We gots te figure hout 'ow te keep 'em sleepin fer a few days. I ain't got much fer ideas, but may'aps ye do?"


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Padrym "Paddy" the Dwarf wrote:

Paddy tries to get Aersten's attention.

"I needs a 'and securin Waffles. Care te 'elp, b'y?"

"We gots te figure hout 'ow te keep 'em sleepin fer a few days. I ain't got much fer ideas, but may'aps ye do?"

Aersten furrows his brow, as he tries to think about the situation. "Hmm. Not like we can keep him on the grog, can we? That prob'ly makes as many problems as it solves. Cap'n knows alchemy, right? What're the chances she's got somethin' to keep him..." Aersten lolls his head to one side, eyes shut and tongue out.


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:

"'ey, dat ain't bad me b'y. C'mon, let's get 'er done." Paddy replies, quite impressed with the viking's clever idea.

Upon reaching the Captain, Paddy says
"Oi Cap'n, ye figure ye can make somethin te keep ol' Waffles sleepin'? Ye's de alchemist an all."


She smiles and relaxes visibly, if she had a drink this would be the time she would take a deep quaff. "You are absolutely correct those who spend their lives on the sea become a family many times of necessity but also there is often a common bond between them." Aerin pauses for a moment and you can see that she is trying to make a decision, finally she decides to give in to the inevitable and opens up about her past. "As for my Ody I lost him to quick. He was...he was taken from me, both him and our son Rehan, that is why I had the sudden need to return to the sea."


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Padrym "Paddy" the Dwarf wrote:

"'ey, dat ain't bad me b'y. C'mon, let's get 'er done." Paddy replies, quite impressed with the viking's clever idea.

Upon reaching the Captain, Paddy says
"Oi Cap'n, ye figure ye can make somethin te keep ol' Waffles sleepin'? Ye's de alchemist an all."

Aersten tags along. He must've missed it the first time, but upon hearing the name, ponders out loud, "Waffles?"


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:

"Yis b'y. Waffles."


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Padrym "Paddy" the Dwarf wrote:
"Yis b'y. Waffles."

Aersten blinks twice, his serpent-like pupils going wide for a moment. Then shrugs. "Um, sure. Okay."

"What is waffles?"

I don't think Aersten had a broad exposure to that sort of thing growing up.


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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:

Paddy looks over his shoulder to reply to Aersten as he keeps walking. "Y'ever 'eard of a pancake? Its like dat, but bedder."


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

"I do like a potion now and again." the captain says in acknowledgment. She is currently talking to the Kiriagama (the Crow), swapping stories about conquests while he shows off his amazing knotwork. Hedy is both trying to learn sailing (by observing) and learn her crew. "I think I can come up with something."

diplomacy influence check with focused scrutiny: 1d20 + 15 + 5 ⇒ (5) + 15 + 5 = 25

I thought it was under some kind of spell? If not, she can whip something up. DC?

"I have a waffles recipe that includes bananas and rum, if you want to try it, Aersten" the captain's eyes glaze over at the memory of them.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Padrym "Paddy" the Dwarf wrote:
Paddy looks over his shoulder to reply to Aersten as he keeps walking. "Y'ever 'eard of a pancake? Its like dat, but bedder."

Aersten looks very interested. "I had pancakes once. You make a bold claim, Paddy..."

Captain Bogg wrote:
"I have a waffles recipe that includes bananas and rum, if you want to try it, Aersten"

Aersten nods intently, seeing the captain's fond reminiscence as she speaks. "Sounds great, Cap'n. As soon as we've made sure we've got current business addressed, of course."


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:

Paddy smiles gleefully. "I's a bold person, laddy."

"T'was thinkin' more of a poison or drug, I was." Paddy answers


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

Hedy gives a half frown "Yes Padrym. A drug for the Waffles and waffles for the crew. Except I am doubting we have any bananas... hmmm..."


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Hedwig Bogg II wrote:
Hedy gives a half frown "Yes Padrym. A drug for the Waffles and waffles for the crew. Except I am doubting we have any bananas... hmmm..."

"Ma'am, we get old Waffles to a buyer, I'll get us bananas for waffles, and leftovers enough to choke a kraken," Aersten says. "Of course, I think Mother told me they're partial to coconuts... but that's no matter right now. Really it's just making sure our cargo don't eat us."


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
Aerin Shinikoth wrote:
She smiles and relaxes visibly, if she had a drink this would be the time she would take a deep quaff. "You are absolutely correct those who spend their lives on the sea become a family many times of necessity but also there is often a common bond between them." Aerin pauses for a moment and you can see that she is trying to make a decision, finally she decides to give in to the inevitable and opens up about her past. "As for my Ody I lost him to quick. He was...he was taken from me, both him and our son Rehan, that is why I had the sudden need to return to the sea."

I have three daughters in real life, so Saph’s thoughts do not echo mine—

Saph’s heart sinks. Aerin didn’t have a bad marriage. She had a family. Saph is relieved that her way of life will never bring children to worry about. At least she feels this way now.

“I’m so sorry you lost your son as well as your husband. I don’t have the words…” Sure, the girls in the cage had their rough pasts. Saph had heard it all, so she thought. But this was the sorrow of a free woman. It’s different than what a slave girl has to lose. Would losing Ronnie—

“There are no words,” Saph concludes. She rescued Ronnie so I wouldn’t feel that pain. For whatever guilt Saph may be burdening herself with, she’ll always remember Paddy healed her, Aersten and Murillo fought at her side, Hedy gave her the freedom to go, and Aerin threw that rope.


"Thank you." She says simply. "Seeing you and Ronnie happy together says all you need to." With that she reaches out, tentatively at first then with true conviction and wraps her arms around both of the ladies. "Hold on to each other and make each day count, you never know how long you have."


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: --

Hedy:
Without a ready supply of the raw materials needed for crafting poisons, you’ll be hard pressed to craft more than a dose or two of anything that’s likely to work on a bullette.

You can roll a craft check to try to make something but without being able to buy specific ingredients you’ll be at -5 on the roll. Here’s a list of poisons, and bear in my mind that you’ll have to figure out how to administer it. Also, why don’t you give me an Int check?


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

alchemy: 1d20 + 15 ⇒ (4) + 15 = 19
intelligence: 1d20 + 3 ⇒ (6) + 3 = 9


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
Aerin Shinikoth wrote:
"Thank you." She says simply. "Seeing you and Ronnie happy together says all you need to." With that she reaches out, tentatively at first then with true conviction and wraps her arms around both of the ladies. "Hold on to each other and make each day count, you never know how long you have."

Saph returns a warm and heartfelt embrace. She’s actually speechless at the moment, which is rare for Saph.

Act (control emotions): 1d20 + 12 ⇒ (20) + 12 = 32

But at least she didn’t start crying again.


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: --

Those are terrible rolls.

Hedy can’t find enough materials onboard currently to craft any kind of poison or sedative.

Anyone you ask for advice could make an Int or Wis check (their preference).


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

INT: 1d20 + 1 ⇒ (1) + 1 = 2
Gaah! I wasted my 20 on not crying!


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

everyone is asked, everyone from scrub the deck guy to leaving us at the next port girl.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Int: 1d20 ⇒ 3

If Operation Landshark at Sea blows up in our faces, I will write a thousand times, "I will not take hazardous cargo aboard the ship unless and until I have thought it all the way through."


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:

Int: 1d20 ⇒ 10

Paddy believes that urea and piss are exactly the same thing


Int Check: 1d20 + 1 ⇒ (1) + 1 = 2

@Paddy: You mean it isn't?


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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:
Aerin Shinikoth wrote:
@Paddy: You mean it isn't?

All alchemists, including Hedy, use their powers by peeing into flasks, tossing metals and stuff in them, and then drinking it. That's why I'm a bard, not an alchemist.


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 considers the bullette conundrum...

"They kept the damn thing asleep somehow. There's definitely something wrong with those barrels of meat - maybe it's food is drugged."

Knowledge (arcana) / Bulette; Take 10 = 20
Wisdom: 1d20 + 5 ⇒ (4) + 5 = 9

Waffles will be the death of us all :)


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: --

Should you choose to check the barrels of funky smelling meat...

DC 19 alchemy:
Murillo’s guess was good... the meat isn’t (just) spoiling, it’s been laced with a heavy sedative. Feeding some to the bullette whenever it’s able to eat (every few hours when the last dose is just barely starting to wear off) should keep it out until you unload it (or run out of food). You’d estimate there’s probably close to 2 weeks worth of laced food.

You can (and, given recent rolls, perhaps should) take 10 on this check. Lol.


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

Hedy will take 10

"You can't serve that to people." she says to one of the sailors bringing a barrel of meat to the galley. She takes a sniff, and FINALLY a brain cell sparks "Sedative... oh." she'll call over the bullette handlers and explain it to them about feeding it every few hours when the last dose is just barely starting to wear off. She'll work with Murillo about setting up a schedule to make sure it is Never missed.


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, now that we've got that catastrophe mercifully solved, we need to choose a port. We could travel really far to go to Port Peril, but maybe there are better options? GM, where are we on the map, and what are our options for ports? Are there any benefits for holding out on our cargo for a farther port, or should we just race to the closest?


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

look at the plunder rules. Linked at the top of the page. We get more for plunder the bigger the port. at the smallest port the max we can get for a point of plunder is 200 while at the largest port we can get 1400 per point.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

"Paddy, hear me out. After we get old Waffles squared away, start a betting tournament for an eating contest with the meat?"


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: --

Yes, what Hedy said. I'm not sure you can hit the DC 50 required to get 1400g per point of plunder, but Port Peril is the only metropolis in the Shackles, so it has the highest starting value for plunder. The down sides to heading straight back there are that it's the farthest away and you've already maxed out how much infamy you can earn there until you hit the next tier. According to Gentleman Jim, you're currently about 2 days west of Drenchport (small city) and 2.5-3 days north of Quent (large city). Ollo (small city) is about the same distance as Quent, and Hell Habor (small city) is probably 3-3.5 days. After that everything else is a large town or smaller. I'll try to find a decent map of the shackles to add to my banner.


Sounds like north to Quent might be the best bet then. At least until we reach the next tier and Port Peril will pay off.


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: --

Don't let Aerin steer, lol. (You are north of Quent, so you need to sail south to get there)


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

South to Quent!


"One, two, three...Not the navigator!"


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:
Aersten Vidsun wrote:
"Paddy, hear me out. After we get old Waffles squared away, start a betting tournament for an eating contest with the meat?"

"Don't waste yer time, b'y. I'd beat ye twice ova. Hahar!" Paddy laughs.

During the conversation of the heading, Paddy agrees that Quent is probably the best bet. He'll send a farewell to the merchants by using a Gust of Wind to get the ship moving.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Padrym "Paddy" the Dwarf wrote:
"Don't waste yer time, b'y. I'd beat ye twice ova. Hahar!"

"Wasn't even where I was going with this," Aersten says as he shakes his head. "I had in mind more we get other folks doing it, bet on who beats who."

That said, I the player think it'd be closer than that between us. :)


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: --
Aersten Vidsun wrote:
I the player think it'd be closer than that

Only one way to find out...

At the captain's order, Jim spins the wheel toward the south and Lief sets the crew to work bringing the ship around.

I'll assume Murillo (or someone else with a sufficient bonus) is taking 10 for sailing checks, but I'll need a navigation check from someone.


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

Hedy would prefer to spend her actions on crew relations this go ahead. We can leave navigation to Paddy with his bardic lore master power


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:

Break the game: 20 + 10 = 30


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 indeed Take 10 on sailing checks for a 26. Will he have any spare time on way into port to make social checks to affect crew?


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- I keep forgetting about lore master. Unfortunately, Murillo, piloting the ship takes up your action for the day so you can't roll to influence while you're doing it; you're welcome to leave the task to lesser sailors if you'd rather influence, just let me know who's doing it.

Paddy once again proves his navigating prowess and charts the shortest possible course to Quent. The weather is fair, only a slight drizzle the following day, and as long as the sailing is managed well the Night Talon should make Quent by nightfall of the two days hence.

So, that's 2 influence or craft checks (or 2 days of magic item crafting) for anyone who's not navigating or piloting. Paddy can make 1 of those checks if he wants because navigating isn't as time intensive as piloting.


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

Saph has some strong feelings about piracy, but she’s grateful to the other officers and to Hedy for making departure easy. She keeps her opinion to herself, and does all in her power to influence her students, commending them on teamwork—and also for not needlessly cutting down those who surrendered.

Push random raider from friendly to helpful. Rigger if all raiders ar.
Diplo: 1d20 + 11 ⇒ (10) + 11 = 21
Diplo: 1d20 + 11 ⇒ (2) + 11 = 13

It seems that Saph’s words were not as effective on her last day aboard. Maybe the crew noticed Ronnie’s bags were packed?

At some point, Saph asks Ronnie if she’d like to explore Quent. “Maybe there’s a place here much like the Taldan Bakery. If not, we can find a way to Port Peril.”

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