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


1,501 to 1,550 of 1,667 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

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

I'll be looking to get one of those indifferent riggers' attitudes improved. By the way, what effect does the crew's attitude level have? Is it just a general gauge of ship's morale, or is there a mechanical benefit?

Diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11
Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25

"C'mon Marisan, I don't care how you do it or why you do it that way, as long as it's done right."


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:

"Crow, me ducky, tell me about yerself. Who knit ye?"

Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13


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: --

The mechanical benefit of having good attitudes amongst the crew is that they won't mutiny. If you want to be able to leave the ship under the care of NPC officers and crew while you're searching for treasure on haunted islands you need good morale. It'll also affect how hard they'll fight before surrendering (helpful crew are far more likely to fight to the death while indifferent crew may surrender if/when it seems to their advantage).

In chatting with the crew, Saph finds that the raiders who've been around for a while are all pretty helpful already and the new recruits are less committed than she wants to deal with (still indifferent), so she settles on spending some time with the old riggers and improves the attitudes of both Mouse and Desertflower. Aersten's first day talking with Marisan does not go well and she leaves very nearly in a worse mood than when she arrived; the next day, however, goes much better and she seems more certain of her new crew and position by the end of it. Paddy doesn't make any progress with Crow, but doesn't make things any worse either.

Roster has been updated. I think we're just waiting on Hedy's influence checks and word on what Aerin's crafting and then we're set to arrive in Quent.


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

not really awake, so minimal post[

Hedy concentrates on a few of the raiders, Kito and Zahur.

diplomacy Kito, fs: 1d20 + 15 + 5 ⇒ (12) + 15 + 5 = 32
diplomacy Zahur, fs: 1d20 + 15 + 5 ⇒ (15) + 15 + 5 = 35


Looks like I am creating Aersten's Amulet of Natural Armor.
@Aersten: Do you want a +1(1,000 gp)? or +2 (4,000 gp)?


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

@Aerin, it'll just have to be the +1 for now, I don't have the scratch for more.


Aerin immediately starts to make the Amulet that Aersten asks for. It had been quite some time, with the exception of Sappire's gloves, since she'd made anything for anyone else and she found that she enjoyed it more than she remembered. After a day spent locked in her room she comes out with the Amulet and starts searching for Aersten, upon finding him she holds up the crafted item.
The amulet itself would remind one of Aersten's own armor. Except that it is made of black gold and is, of course, smaller. Also it has a cap or a lid that goes across the top, where the head would emerge on a suit of real armor. Turning it over Aersten can see that the bottom is similarly sealed except that here you can see through the sealing material, upon looking inside he can see a small piece of a Chuul carapace floating inside. All of it accompanied with a thin but strong chain that reminds one of the chain the anchor is attached to.
"Here you are. I hope that this keeps you safe for a long, long time."
She stands there watching him as he looks it over, ready to answer any questions he might have.


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

Aersten takes the amulet. "I hope so as well," he says, grinning as he examines it. "I don't have to do anything with it, do I? It just does its thing?" He slips it aorund his neck, then tentatively taps his chest. "No, I can feel the difference already." Focusing back on his shipmate, he nods gratefully. "Tak, Aerin." Nodding at the bit of carapace inside the amulet, he asks, "Is there a market for this sort of stuff, or did you pick that up yourself? I've kind of been hoping the former; increases the chance someone's gonna pony up for old Waffles."

Still idly examining the back of his neck with his fingers, he muses out loud, "Huh, feels almost like Mother."


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: --

Saph:
Ronnie smiles at your question. "I don't care what port we get off at," she answers, "as long as we're together. We can see what Quent has to offer and if it's less than we're happy with I'm sure we can find a way back to Port Peril."

Lifting your hand to her mouth, she gives it a soft kiss and almost whispers, "Honestly, right now it's hard to think about much past a soft bed and some privacy..."

I just realized that I may not have answered your question a while back. The officers have their own sleeping area separate from the rest of the crew, but its shared by all the officers. You two hung a blanket for a little privacy but between the limitations of a hammock and trying to be quiet your intimacy aboard the ship as not been as exciting as it was at the inn.

Two full days pass at sea as the Night Talon makes it's way south. Hedy's efforts, like those of several other officers, are rewarded with a happier more loyal crew. In the afternoon, Crow spots Motaku Isle growing on the horizon. As the sun starts to set, the ship rounds the bend into Quent's deep water harbor. The city is only about a fourth of the size of Port Peril, but that's still large enough to be bustling with activity. As the ship approaches the docks, the harbormaster--a middle aged Chelaxian woman with dark hair and a hooked nose--guides it towards an empty berth with the glowing tip of her staff.

All along the coast, the docks are surrounded by warehouses. A wide, well-lit road leads inland, flanked by all manner of taverns and shops; it runs straight to a tall temple at the city's center: Calistria's House of Stolen Kisses, known far and wide for both the quality of its sacred prostitutes and its reputation as an information brokerage. The sides of the hills overlooking the city and the harbor are dotted with large manor houses.

Once the Night Talon has been tied off, the harbormaster boards and enters her in the ledger with only a glance into the hold. Once she has collected the standard fees (2 gold to dock plus a gold per day to stay), she smiles and says, "Welcome to Quent."

Feel free to RP with each other, or with an NPC and I reply as soon as I can. We'll need rolls from whoever is selling the plunder and from whoever is trying to gain infamy. The wiki for Quent doesn't include any spoilers, or any info that you couldn't learn very easily, so feel free to check it out if you're looking for ideas of places to go.


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

Ronnie:
“Given the crew’s reaction to a kiss, it’s for the best we didn’t put on a show in the officers’ quarters!”

When the ship is secured at the dock, Saph says, “Oh! Tessa Fairwind is from here! I heard about her! She and Hedy Bogg should get along just fine! I did actually do some research at Port Peril.”

Saph intends to do more research on this area at the Lilibeth’s. And if there’s a map, she’ll ask about Little Oppara.

GM:
Diplo for Info: 1d20 + 12 ⇒ (18) + 12 = 30
I’d like to think that gets me info on the opera house.

But before she gets that far, she learns something that comes as a shock. “Ronnie… I have to ask Hedy something.” She looks for the Captain. She wouldn’t leave the ship without saying goodbye or offering to join the crew for a meal anyway. She might not be a pirate, but she isn’t about to get all judgy.

When she finds Hedy, she says, “There’s a very odd place here. I just want to know…"


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 is organizing their cargo to be sold when Saph comes up. She raises a dark eyebrow as the blue woman starts to talk and then pauses, waiting...


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

“Well, I learned about Tessa Fairwind before at Port Peril—you’d like her. She’s favored for Hurricane King. Should change it to Queen, but anyway… she started out at the House of Stolen Kisses.”

Saph seems a bit puzzled by this place. And apologetic for even mentioning it.

“Sorry. I should be saying things like goodbye and thank you, and… planning a meal to celebrate. I mean, it was a victorious raid!

“If you’d rather not talk about this… place… yeah, I mean, it’s a touchy topic for me actually. But I thought maybe your opinion might help.”


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 shakes her head "The House of Stolen Kisses does not keep slaves. Nothing wrong with being a whore, Sapphire. It is only wrong to be forced to be a whore."


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

Aersten seeks out the dwarf quartermaster. "Oi, Paddy. Will the captain already have a plan for how to do this, or should you and me maybe look for a buyer for baby Waffles?"


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. “Okay. That’s what it sounded like. I just wanted to know they’re free before I… y’know, maybe settle here.”

She stammers a delayed self-correction. “Not free like… y’know. Money for services. Free, like… of choice.” She blushes.


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 replies "Last time, it be de First Mate dat did the sellings, but I reckon we could do it. Ye any good barterin b'y?"


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

Aersten shrugs. "Dunno. Better'n some, worse'n others. Just keen to see old Waffles gone and turned into coin in our pockets before some kinda calamity happens. If that's Murillo's job, no harm in us lining something up, makin' things easier for him, eh?"


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 tells ye what. I'll play good pirate, an ye play bad pirate, an we sees what fish swim by."
He claps Aersten on the shoulder. "If we does good, I reckon de First Mate be right impressed. Let's get er underway."

We're in a large city, yeah? So I think we should aim for 100%, DC20. That's a challenge, but within our capabilities. You go for intimidate, and I'll aid with diplomacy.

Diplomacy aid: 1d20 + 7 ⇒ (9) + 7 = 16


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

Aersten grins a troublemaker's grin. "'Course, we screw this up, and instead of eatin' waffles, Waffles might well be eating us!"

Intimidate: 1d20 + 8 ⇒ (13) + 8 = 21 +2 for Paddy's aid?


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

"Settle... there? You are going from pirate to prostitute? I mean you will do well, I don't doubt, but it seems odder than the opposite path." Hedy gives the big woman a grin. "We'll be selling and telling tales for a few days. Stop back in when you are ready for your goodbyes... never liked them myself, but..." she shrugs, not finishing the sentence. "Excuse me" she nods, then goes to collect their wizard.

"Aerin, if you would be so kind I'd like you to come with me to tell the tale of the Talon. It helps make sure other pirates don't get an idea to come after us... and it's fun. Your magic, combined with the fact you look like heaven manifested in the flesh, will help get and keep an audience."

With Aerian giving an aid another, we'll be at a 27 bluff, giving us auto successes I believe. 15 + twice the average level so 27


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, not—I wasn’t implying—I don’t even…!” Saph sees Hedy has business to tend to, so Saph doesn’t delay her with a fourth attempt to explain herself.

She gets back to Ronnie, intent on getting a room at Lilibeth’s and learning about the area.


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:
Aersten grins a troublemaker's grin. "'Course, we screw this up, and instead of eatin' waffles, Waffles might well be eating us!"

"Aye! An a lardy Boolay she'd be!" Paddy grins as he dashes to catch up to Mr. Long Legs


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

Ronnie &…:
Eventually, Saph gets a room and makes sure Ronnie is pleased. She is quite relentless. After some hours of that, Saph mentions her conversation with Hedy about the House of Stolen Kisses.

“I was thinking that my masters had a good idea, aside from the forced prostitution. Y’know, like… wrestling for a crowd? I think you and I could pull it off, but especially if we found a bunch of other girls who don’t mind basically writhing on a mat with each other in their underwear. They could have stage names like Hulk Helga, Stone Cold Steph, Audrey the Giant…

“How about we head over to the House of Stolen Kisses and propose this idea, then demonstrate a rigged match. See if we can get any interest?”

Assuming Ronnie is interested in seeing how this goes, Saph puts on her gold dress and, once at the ‘temple,’ she introduces herself and Ronnie, then asks for a moment with some of the ladies.
Diplo: 1d20 + 12 ⇒ (20) + 12 = 32
If they hear Saph out, she tells of her past—of the wrestling matches, as well as the forced prostitution that she learned of prior to escaping. “I think the wrestling attracted a decent crowd, but I will admit—if you wanted to practice your faith, I guess you could get some donations to Calistria after your match.

“I could teach you all some very effective self-defense techniques—so you’d be quite capable of wrestling for real. But matches would be somewhat scripted.” Saph takes a coin and flips it.
Heads Ronnie, Tails Saph: 1d2 ⇒ 1
“Rowdy Ronnie and I will get into a five-minute match. The coin has decided the winner.”

Saph and Ronnie then strip down to their lingerie and put on a show!
Act: 1d20 + 12 ⇒ (18) + 12 = 30
Saph seems to be at a clear advantage, she pulls off several holds, trips, cheap shots, and some of the holds might appear better suited for the bedroom than the ring. She lifts Ronnie overhead for what will surely be a savage slam—only to end up in a leg lock. She pratfalls quite convincingly as Ronnie tumbles with her and defeats the Sapphire Bullet with a pin.

“A girl’s gotta be very comfortable with her body to do this sorta thing in front of people. And you gotta be comfortable with another girl’s body to enjoy it. Any takers?”

If so, Saph’s future with Ronnie will be wrestling. (Not whoring. If the prostitutes want to get some action with someone from the audience after the show, it’s their choice and Saph won’t take any of that money.


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 and Paddy, and Murillo:
You can't actually use diplomacy to assist an intimidate check, although a 21 will, in fact, get you 1,000g (for 1 point of plunder) for the day. I'm guessing/assuming that Murillo will also sell a point of plunder on day one, and I'll leave it to you all to play out the RP of reporting back that you sold stuff without consulting the first mate. That'll leave 4 more points of plunder to go.

Hedy and Aerin:
You spend your first full day in Quent hopping from bar to bar telling the tales of the Night Talon's capture of Captain Swift's treasure, and humorously recounting the merchant helmsman playing possum on your most recent conquest. The crowds respond well and by evening word of the Night Talon is beginning to spread.

Are you just going to spend 5 days increase your infamy 1/day?


Saph:
A number of priests and priestesses gather to watch your exhibition. Some of them seem quite interested until Ronnie pins you and the match just ends. "Is that it?" one of the priestesses asks rather disappointedly. A pink-haired gnomish priestess smiles warmly at you both and offers, "I think, maybe, you've kind of missed the point of what we do here. I could give the pair of you a demonstration in return, if you like?"

No amount of diplomacy will get them to add wrestling to the sacred rites of their temple. However, you could certainly rent out space in taverns or even theaters to hold your matches and charge for entry. It would take a while to get off the ground, but with your charm and some hard work you could most likely make a living at it.


Sorry, thought this got posted a couple of days ago.

"Narrative aid! Sounds like fun. Count me in." With that Aerin gets herself ready to be part of a show. Putting on a dress designed to show off herself the best way possible, but not to take away attention from Hedy as the story teller. Using her magic to add to the drama of the tale is something that Aerin found fun, being able to use her abilities in a new and unique way as well as seeing how to keep the attention of the audience was all a learning experience for her.


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

Yep, all 5 days.


1 person marked this as a favorite.
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

I'm sorry, I thought my intent was clearer from context than it seems it was. It was absolutely not my intent to sell Plunder without Murillo's say-so. I thought what I was doing was lining up a buyer on Murillo's behalf, so that when he's ready, all he has to do is smile nod gruffly, and money changes hands.

EDIT: no way Murillo would smile, even I know that.


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

Temple:
That’s actually what I was thinking, with the Blooming Rose as the ultimate success years down the road. All Saph is doing now is looking for other wrestlers so it isn’t just her and Ronnie. (She’s not opposed to her and Ronnie doing it all: staging brawls, challenging men to tag team matches, or simply going one-on-one with her lover.)

Saph replies to the priestess, “Well, I wouldn’t suggest doing the matches here. It would be false advertising, and that wouldn’t help my show or your temple. I’d imagine The Lusty Mermaid would attract the right crowd. If the show starts attracting larger audiences, the theater’s my long game.”

She looks around at the women. “If men see you wrestle, they will pay to spend the night with you. But you’re already getting that without a gimmick.

“So it’s not a matter of whether you ladies need to be part of the show I’m proposing. It’s a matter of want. If you think it would be fun, those interested can get free martial arts lessons on the rehearsal nights, and you’re welcome to add your own talent to make the show a better feast for the eyes.”

She pauses to see if there’s any interest at all…

Failing that, she’ll sincerely thank the women for their time. (And see the pink-haired priestess’ demo, if Ronnie wants.)


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 has never been one to feel she must be alone in the spotlight. Yes, she likes attention just like most, but sharing is fun as well. So the raven-haired beauty pulls the stunning sorcerous into the actual telling just as must as the 'technical' side of the performance. Her own quick wit and exotic looks weave well with Aerin's, making each telling a sight to see.

The captain of course dresses as always as the captain. Tricorn in waves of black, velvet blue fitted coat, soft white blouse over silver chain, and layers of colorful skirts.

And also, as always, she finds a partner(s) each night to enjoy some long and thorough exercise with.

So selling is a combination of Murillo, Aersten, and Paddy. Arein and Hedy have the infamy taken care of. Only two sailors to replace, unless anyone else wants off. Any thing else to see to in port? Did we take any damage?


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 use my +8 intimidate from now on.

After promising just to look around at prices, Paddy's eyes turn to golden coins at the sound of a thousand gold pieces. Without even consulting Aersten, he reaches out and says "Ye got yerself a deal b'y!"

Somewhere, Murillo discovers that the baby bullette is missing.
We can play it out if he wants, but Murillo hasn't posted in nearly a week. It wouldn't surprise me if he's busy with RL during holidays, so I don't want to wait on him.

Unless someone tells Paddy to stop, he takes up selling the rest of the plunder, hopefully with Aersten's assistance. He's quite aggressive with his negotiations, with his tactic to be as much of a nuisance as possible until people just do what he wants, so they can get rid of him.
Going for DC20 100%
Intimidate: 1d20 + 8 ⇒ (13) + 8 = 21
Intimidate: 1d20 + 8 ⇒ (9) + 8 = 17
Intimidate: 1d20 + 8 ⇒ (5) + 8 = 13
Intimidate: 1d20 + 8 ⇒ (12) + 8 = 20


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: --

On the evening of the third day in port, the officers gather at the Barnacle to eat and drink together and to appraise one another of how their tasks are progressing. As they finish eating, the door to the tavern bursts open. In stumbles a burly, drunken dwarf with wild hair and a big, bushy beard (even by dwarven standard). He’s garishly dressed in a ridiculous suit of armor comprised of large plates of red reefclaw chitin secured to a backing of white ray-hide. ”Happy Kristog!” he bellows, as he reaches into the bag hanging from his shoulder.

”What the f#ck is Kristog?!?” a rather surly, half-drunk woman hollers back at him.

”I am!” he shouts in reply. ”Today’s m’birthday, ‘n I’m happy ‘bout it...” His hand emerges from his bag clutching a bunch of paper-wrapped poppers of various colors. “presents for everyone! Happy Kristog! Use ‘em caref’ly though...” The dwarf stumbles through the whole common room, tossing exactly one of his gifts to each person present.

Everyone gets a ‘Kristog present” (a single use item that creates a random effect as per a rod of wonder). Merry Christmas (or happy whatever you’re celebrating).


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

Thanks! Merry Christmas to you too, GM!


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:

And now we have to murder all the patrons and take their stuff.
I'm kidding, Merry Christmas GM and thanks. Do we roll ahead of time, or when we want to use the present?


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: --

When you use it.


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's drinking with proper restraint, coupled with a heaping bowl of the local gumbo, which she favors with obvious delight. "Happy Kristog, Kristog?" she voice trails into a question at the oddity of naming the day after himself, but she grins none the less when she is given a gift. She starts to open it immediately but stops once she notices (or is told) about its magical nature. "Oh that is a little bit of lovely chaos isn't it."

"We set sail again in two days. Is everything in order?" she goes back to talking to her officers.


Aerin smiles hesitantly but accepts the gift, putting it aside she forgets about it until it is time for her to leave. "Two days? I shall be ready. Any idea where we are headed?"


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

Hearing Hedy’s questioning tone, Saph notes, “Kristog being synonymous with ‘birthday’ isn’t so bad, since his Kristog suit isn’t his birthday suit.”

Act: 1d20 + 11 ⇒ (16) + 11 = 27

Thanks to her ‘stage’ training, such as it was, Saph successfully treads that fine line between stupid and clever.


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:

"Settin sail again? But I hasn't spent all me shilins yet." Paddy complains


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 studies her Kristog present, seeing it as a shiny new toy or maybe more like an ornament? She eventually takes her eyes off it and says to the others, “Wherever your next journey takes you, I wish you well. It’s not the life for me, but I never would’ve met Ronnie had I never given it a shot.

“Still gotta scope out the area, particularly that little island to the south, but… I think we got a fun future here.”


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

"We're sailors, dear Paddy. Too much steady land under us makes us soft." she smiles then turns to Aerin "We need to head back to Peril to grab the shipless captain Murillo found for us to exploit. I hate making the trek with nothing in our hold, so we'll keep an eye out for a ship on our way. Hope is a forever sputtering candle though so it might just be a quiet stroll."

To the blue one, "I wish you two all the best." she raises her glass "To the most stunning blue warrior queen the sea has ever seen."


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:

Te de Blue Boobie!

"Well we best see what's in store first, eh?"
How much monies did we make, and what's for sale here?


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 make a better Queen of the Sea than I do,” Saph replies, clinking her glass. “I’m gonna settle for Queen of the Ring.”


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

“Best of luck to you both, Sapphire.” The first mate’s wishes sound genuine, as does his follow-up praise. ”And a good job done by you lot, Vidsun and Paddy, dispensing of that bullette first, and at a fine price.” It would seem even Murillo is caught up in the Kristog spirit!


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

Since his crew has handily sold off their cargo, Murillo will spend his time in port seeking out and commiserating with fellow faithful of Besmara.

Checks to gather info on/find Besmarans and to influence them once found:
Diplomacy/Gather Info Besmarans Day 1: 1d20 + 15 ⇒ (13) + 15 = 28
Diplomacy/Influence Day 1: 1d20 + 15 ⇒ (16) + 15 = 31

Diplomacy/Gather Info Besmarans Day 2: 1d20 + 15 ⇒ (6) + 15 = 21
Diplomacy/Influence Day 2: 1d20 + 15 ⇒ (8) + 15 = 23

Diplomacy/Gather Info Besmarans Day 3: 1d20 + 15 ⇒ (15) + 15 = 30
Diplomacy/Influence Day 3: 1d20 + 15 ⇒ (9) + 15 = 24


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'm sorry that took so long. The total take from selling off the plunder is 5,800g. It took 5 days to sell off (because I'm still assuming Murillo took 10 to sell a point the first day), and in those same 5 days Hedy and Aerin upped your infamy by another 5 points (to 11); this moves you up to the disgraceful category which has three mechanical effects. First, you now have access to several things that you can spend your disrepute on if/when you so desire (see the infamy rules for details). Second, you get to choose a favored port (where you get +2 on checks to increase your infamy). Finally, when you reach a new tier your 5/port infamy limit resets. This tier started at 10, so you already burned 1 point in Quent, but you could stay 4 more days and earn 4 more infamy here if you want (and you can get up to 5 more while in Port Peril).

Also, with Saph leaving, the master of arms position will be open... you could shift Aersten there if you like, that might be a better fit for him? That does still leave one open officer position though. Lief can go back to covering sailing master/bosun if needed, but at some point you'll have to decide if you want to fill the spot with another NPC or talk about recruiting a replacement PC.

I'm going to PM Saph about her retirement, but I'm guessing that there may be other loose threads I've forgotten about... if so, please post me a reminder in the discussion thread (or PM me) and I'll try to respond as quickly as I can.

Murillo:
Most of the city's clergy are followers of Calistria who ply their trade at the famed House of Stolen Kisses; however, on the first day of inquiry (having spent the actual first day selling cargo) you discover a small chapel dedicated to the Pirate Queen tucked away behind the Barnacle (one of Quent's many busy taverns). It is overseen by Valka, a raven-haired beauty with blue-green eyes like an angry sea. After a lengthy conversation in the chapel, she seems quite pleased to meet you and makes it a point to inform you that she often dines in the Barnacle around dusk before you leave.

The second day is less successful, turning up only a handful of random visiting pirates. You spend the afternoon drinking with one of them--Gob, the gunners mate from the Slippery Spear--and part on friendly terms.

On the third day you discover that the harbormaster is a fellow Besmaran and succeed in ingratiating yourself to her.

You actually have one more day left if there's anything else you'd like to do?


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
Augustus Murillo wrote:
“Best of luck to you both, Sapphire.”

“Thanks, Murillo,” Saph replies, adding the obligatory “We’ll need it! But if we can take our tales of life on the Talon, and pique people’s curiosity, maybe we can use that to push our own careers…”

As Murillo congratulates Paddy and Aersten for their salesmanship (Saph guesses), Saph decides to embellish on her punishment of the lowest of the low.

Act: 1d20 + 12 ⇒ (16) + 12 = 28
“So, there we were, ready to accept a mostly-peaceful surrender.” She conveniently leaves out the bolt-ridden warm bodies and the burning sails. “And what does the head guard do?” She gives a listener a chance to guess.

Odds someone will guess right: 1d100 ⇒ 97%

When a drunken codger immediately guesses, Saph acts like it was expected. “F!$@er, right? Maybe you can guess what happened after that. A hint: the people they betrayed survived. They knew not to fight when… well, do you want the gory details?” Saph gives the crowd what they want. She plans to make a habit of this.


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:

So that's 1,160 each, yes? One for each of us, and one for Saph.

"Thank ye, First Mate. Me n Aersten know a ting or ten, I reckon." He slaps his buddy on the back, proud of the accomplishment.


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 think there's 6 of you to split that between? That would be 966g each (with 4 left over). Or, there was some talk of maybe doing a share (or partial share) for the shape, so that might be like 900g each with 400g to the ship fund. Also, I could be wrong but didn't you recover a magic item or two also? I'm guessing you'll want to sell that/those too?


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

so 900gp each. Anyone have any additional plans for on shore?


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 takes his share of the treasure, and buys himself something he's wanted for years: A Neverspill Tankard. He fills the tankard with some of his favourite ale, Dwarven Fire.
Technically a Neverspill Goblet, but I like tankard.

I don't remember any magic items. They didn't go to Paddy, at least.

1,501 to 1,550 of 1,667 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Elsewhere in the Shackles All Messageboards

Want to post a reply? Sign in.