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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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: --

After thoroughly enjoying Quent for nearly a week, and even having an opportunity (for those interested) to watch the inaugural event of Saph and Ronnie's Ladies Wrestling League, the Night Talon raises anchor and sets sail east for Port Peril. Besmara smiles on the voyage and the three days pass smoothly with clear skies and a fine tail wind.

By evening of that third day the Talon is moored once again at the docks of the bustling Port Peril, and her crew are free to work or play as their captain sees fit.

Again, sorry that slowed down so much for so long! I'm assuming Hedy and Aerin will take 10 (for 5 days) for the extra infamy. Does anyone else have anything they'd like to do? I'll need a gather information (or perhaps a few) for tracking down the captain with the sunken 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:

Having already spent most of his money, Paddy spends most of his time sniffing around for the captain with the sunken ship.

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

When his investigation doesn't work out, he heads straight to the one-eyed hag for the waitress, Kristen.


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

Once back in Port Peril, Murillo begins tracking down one Felnas Seaborn.

Diplomacy / Gather Info: 1d20 + 15 ⇒ (15) + 15 = 30


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 is greeted by Kristen with a smirk and a large tankard of stout with a heavy shot of whiskey poured on top. After her shift ends she invites the dwarf upstairs for absolutely no sleep at all.

Murillo does some asking around and learns that Felnas Seaborn is no longer in Port Peril. Apparently he struck a deal with one Captain Quince of the Merman's Spray to go after his sunken treasure. Quince is a bold, perhaps foolhardy, young captain looking to make a name for himself, and the deal he made with Seaborn was generous enough that many suspect he plans to simply murder the elf as soon as the wreck is found. They set out for Oyster Bay only a day before the Night Talon made port, and the Merman's Spray is a keelboat (a significantly slower vessel than the Night Talon).

I took the liberty of improving some crew attitudes, to represent the rolls you could have made on the trip into port. If you still want to go after Seaborn's treasure now you'll have to chase him to Oyster Cay (and possibly gather info there to try to find him at sea depending on how long you take to get there), and then figure out how to get him away from Quince and his men. I adjusted you infamy by 1 for this first day, but I'll wait to hear your plans before adjusting it any further?


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

"How much do we like this Felnas fellow, or dislike Quince?" Aersten muses out loud. "We lookin' to rescue the one from the other, or just get the treasure, no questions asked?"


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

"Don't give a rats ass about either really. I don't break my word once given, but no word has been given at this point so playing it all by ear is best. Felnas has been in port for a while trying to get a captain to help him out. A while with plenty to drink and loosen the tongue. We should see if we can wiggle any tidbits about where they are headed to see if we can catch them unaware."

suggesting gather information before chasing.


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

The Ulfen nods as the captain outlines her intent. "About what I figured. I'll keep some ears peeled. Mine, others, I ain't picky," he grins as he heads off.

Diplo for Gather Info: 1d20 + 5 ⇒ (9) + 5 = 14


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: --

Murillo did learn more than might be immediately obvious... Oyster Cay (which sometimes gets auto-corrected to Oyster Bay) is a town of about 1,000 people on the coast of the mainland northeast of Port Peril (up towards the Sodden Lands).


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

gather info: 1d20 + 17 ⇒ (11) + 17 = 28 Hedy will also ask around in hopes for a bit of something.


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 asks around about this Captain Quince and his Merman's Spray, scrunching her nose at the name, a mock offense of her delicate sensibilities. She is looking for tactical and nautical information mostly.


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 learns that Quince’s greatest strength is his boldness. The Merman’s Spray is a keelboat, a rather slow, flat-bottomed vessel that’s notably smaller than the Night Talon. Much of the success the ship has had thus far is owed to the captain’s boldness as well: slowly sailing towards larger, faster ships that don’t consider them a threat then hoisting their colors and attacking the unprepared vessel at the last moment.


Aerin goes with Hedy while she goes looking for information regarding Captain Quince and his ship Merman's Spray. Not because she's particularly adept at gathering information but because she feels uncomfortable with the Captain wandering around on her own and, having grown up on her father's ship, she is used to following a captain around as that was what her father had her do to keep an eye on her when growing up.


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 grabs a quick meal with Aerin, cause might as well eat while you're fishing for information. A clam chowder so creamy it makes you melt and some bread which is just passable. Then she is ready to set sail again.

everyone ready to go flat-bottom boat hunting?


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

Maybe my check is good enough for the following question, or maybe it's already part of Murillo's, but I'm curious, what would the "going rate" be for a cut on something like that, and what cut did Felnas and Quince agree to?

"Ready as I'll be, Captain."


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 happens to be nearby when Murillo learns of Quince's bargain and he asks about the terms. There is no "going rate" in the Shackles for helping a captain who survived a wreck to salvage his cargo, but their consensus seems to be that taking anything less than two-thirds or three-quarters seems too generous to be true. The table of half-drunk dockhands providing the information can't agree on the exact terms they heard were set but most believe it was only a quarter or half of the haul.


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'm ready.


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

Quince beat us to the deal, but sounds like his ridiculous ship should be easy prey for the Talon.

While Hedy gathers more information Murillo returns to the ship and makes sure the crew is ready for a quick departure.

Ready.


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: --

Once the crew are all aboard, the Night Talon cuts short her time in Port Peril and speeds north along the coast. There's no need for navigation as they skirt the mainland heading towards Oyster Cay.

Late in the afternoon of the second day of the voyage, Crow spots a ship on the horizon that could be the Merman's Spray. Some excitement builds among the crew as they close the distance, but in the early evening their pray turns hard into the harbor at the small town of Oyster Cay. When the Talon follows it in shortly thereafter, they discover the ship they were tailing was, in fact, the one they sought.

Assistant Harbormaster Hargraves, who is apparently a cousin of Culder's*, makes only a cursory inspection before collecting his two gold pieces and welcoming the Night Talon to port. From her berth, the crew can see sailors disembarking from the Merman's Spray and heading into the town.

Culder:
Culder is one of the original raiders from the Icy Death who still serves on the Night Talon. In the Icy Death's final battle he killed several Chelaxian sailors with the ship's anchor after someone broke his sword.

What's the plan now?


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, ow's bout we do a wee bit o scuttlebutt? See what dey're up to, what deir weakness is, if de hElf is even dere? Mayhaps we learn where dey're 'eadin'?"


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

"Sounds like a lovely plan. I'd imagine they went to the tavern, but we can ask around a bit." Hedy sees to it their crew will be on their toes in case a quick leaving is in order, then gathers the officers for a reconnoiter.


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:

"Right good." Paddy says "I bes at de bar if ye be needin' me."

And thus Paddy and Jerk head into town. He doesn't bring his armour, but does bring his weapons.


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: --

Oyster Cay is a small town, with a population of a little more than a thousand. Walking through the streets, however, it feels even smaller; there are surprisingly few people out and about, and among those who are there seems to be a tense, apprehensive mood. There are two big inns on the main road from the docks through town--the Whore's Embrace and Borrin's Better Beds and Buffet--and music and laughter spill out of both in sharp contrast to the town's general feeling.


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

"The locals seem on edge, Captain. I'm going to find out why while you size up Quince and his crew. Might be something we can use to our advantage."

Take 10 - Gather Info on townies' mood: 10 + 15 = 25


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: --

Murillo:
It takes a little work to get any of the locals to open up about what's going on, but once they do you learn that the town caught in the midst of a power struggle. Two free captains--Havalas Grudd, of the Scylla, and his former lover Wide Olga, of the Beckoning Nereid--are vying for control of the town after a messy breakup. Most of the townsfolk, it seems, are afraid to take a side because there have been a couple attacks by sailors and other townspeople against businesses and individuals who have declared their support for one side or the other.


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

Take 10 - Lore (pirates!): 10 + 10 = 20
What's Murillo know of Grudd and Olga?


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 throws a few coins around, buying drinks and listening to what comes of it.

Does this Quince have a stake in the outcome of this struggle, or is he just staying over here, same as us?

Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22


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: --

@Murillo- I included you taking 10 on lore in the post (that’s how you knew they were free captains, former lovers, etc); I maybe should be more explicit about that but in general I usually try to include what you know by taking 10 in initial posts (unless I forget someone has a particular skill).

@Aersten- You’d be gathering info at the same time as Murillo, so you wouldn’t really know much of anything about the power struggle yet, but...

In asking around, Aersten discovers that few people in Oyster Cay know Quince at all and those that do know him by reputation, not personally. With so little connection to the town it’s unlikely that he has any direct stake in whatever’s going on.


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 nods to her first mate as he goes collecting secrets "That other captain sounds like a Whore's Embrace kind of guy, so I'll start there." any are welcome to join 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 has already stumbled into Borrin's Better Beds and Buffet to satiate his hunger and talk with anyone he can clink a tankard with.
I'd like him to buy a few drinks both for himself and others, and just socialize and have a good time. If he learns anything about the Merman's Spray, great, and if not, he had a good time. He needs to keep the price at 8sp or lower, otherwise he's gonna be washing dishes to pay his tab.


"My plan was to go with you, Captain Bogg, but maybe I should go with Paddy instead. I thought I heard him grumbling something about not having a lot of money. " Aerin looks to her Captain for permission to follow him, but if she says no Aerin won't push it.


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 Whore's Embrace:
Walking into the common room here is everything that might be expected from a brothel in the Shackles. A band sits in the far corner belting out jigs and reels on an accordion, fiddle, fife and drum, and the air is ripe with the smell of sex and stale rum. On one side of the room there's a bar and on the other is a staircase to the second floor. A balcony overlooks the room on three sides and a variety of scantily clad women and men display themselves on it with the doors to numerous small rooms visible on the walls behind them.

Borrin's:
The common room here is full of the roar of talking and laughter, and the smells of beer and roasting meats. Along the longest wall (opposite the entrance) a long, narrow table is piled with bread, soups, raw and roasted vegetables, and a variety of grilled, smoked, and roasted meats and seafood. A handful of tables nearly the length of the room fill it's space and a pair of serving girls carry trays of beer mugs to thirsty patrons. A grizzled gray-haired man in a threadbare sailor's coat, with a cutlass at his side, stands behind a podium by the door. Whenever someone enters he repeats, "a gold to me to sit and eat; drinks are a silver each and you pay the girl when she brings them by."


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:

"A gold piece to sit an eat? Are ye mad!? Does ye tink a sailor bes earnin a gold piece e'ery morn? I ain't payin a week o 'ard work just so ye's can sit on yer ass ol' man."
Bluff: 1d20 + 7 ⇒ (3) + 7 = 10


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 can give you directions to Wally’s Worse Wares, sir,” the older man offers to the dwarf, “if this establishment is too upscale for your budget.”


Aerin comes walking about this time and overhears a comment about the place being too upscale. "Hello Paddy, let this be my treat, okay?" So saying she places two gold pieces in the man's hand along with a silver. "Here, maybe you can look into getting a new coat." She says with a slight trace of sarcasm.


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 her agreement with a nod and a whisper to keep their Paddy out of trouble, if possible.

At the Whore's Embrace, Hedy takes in a deep breath "Ah reminds me of so many nights that we not my own. Makes me REALLY want to kill someone."

I guess she is alone, so she is chatting with herself.

Instead, she goes up to the ugliest worker in the place and produces a gold piece from nowhere 10 on sleight of hand for an 18 "So my pretty, want to go someone a little more private?"

Hedy's thoughts are One with the least looks in a place where those looks earn you money, would both be more desperate and willing to spill anything they know, and would be on the floor with eyes open more than anyone else. At least that is her thinking. Once alone she'll asks the man/woman if she's seen any new comers tonight, an elf especially.


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:

"Miss Aerin, you's a lifesaver." Paddy replies. He steps into the bar, and would have given the old man a stink eye, but his eye patch is on the wrong side for that.

To Aerin, he says "Do ye 'ave a plan, lass? Else I'm just gonna do me own thing."


Male Monkey Familiar 6 | HP 25/25 | AC 17 T 14 FF 15 l Ft +2 Rf +7 Wi +6 | Init +2 | Perc +10 l CMD 14 l Current Effects:

Jerk chuckles as he considers what kind of trouble he can get into.


Smiling at the compliment Aerin answers his question. "No plan Paddy, figured I could sit back, learn from the master, and help with some coin when necessary."


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

It sounds like we've got all the bases covered here; I'm a little unsure where to put Aersten's attention. In the absence of a better idea, I was thinking either accompany Paddy and Aerin (or head there under his own power), or keep an eye on things on board the ship.


Male Monkey Familiar 6 | HP 25/25 | AC 17 T 14 FF 15 l Ft +2 Rf +7 Wi +6 | Init +2 | Perc +10 l CMD 14 l Current Effects:

Meanwhile, Jerk hangs out with Aerin, and spends some time mooching from the more relaxed patrons eating.
Diplomacy to mooch food (monkey eyes): 1d20 ⇒ 2


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 grins and sets to work. By work, he means drink and party as much as he can, and get to know everyone in the bar. If that includes what he's looking for, great, but otherwise he's just going to have a good time.
I'll buy 8 drinks and probably drink 5 of them meself.


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:
The ugliest woman available is so aggressively unattractive that it occurs to you she must be there to appeal to people with particular appetites outside of the normal. When you produce the gold piece she gives you a big grin that reveals half her teeth are missing and those that remain are yellow and brown. She turns and leads you to one of the small rooms, drawing a number of surprised looks from the people you pass.

Once you're alone and the questions begin, she chuckles and answers, "ah, so you're one of those... a talker." She sits on the edge of the bed and relaxes a bit. "I suppose that's easier work than most. There's new folks in here most nights. This's a small town, sure enough, but we're the last real port b'fore the Sodden Lands, so we get a fair bit of traffic passing through. As for an elf... we don't see as many of them. There was one through tonight though--a handsome one--but, uh... you may be outta luck there pretty girl: he's off right now with Arnot, a muscular, well-groomed Taldan man."


Pady and Aerin:
The food is hearty and delicious, and abundant. The beers are nothing to write home about (a decent local brew, it seems) but they quench the thirst brought on by some of the saltier meats. The atmosphere is jovial, and the people seated near you and quick to talk and joke with you, but the patrons seem more interested in feasting than the more raucous partying Paddy wants to pursue. The establishment is a bit more upscale than many of the places the dwarf frequents, and his antics actually seem to have the opposite effect he's come to expect (some of the nearby diners seem to clam up or even move farther away).

I'm not sure exactly what you're looking/hoping for? You don't immediately recognize anyone there but (unless I'm forgetting something) the only person on the other ship either of you has ever met before is Felnas. If you want info on the other ship or any of its crew you can make a gather info check as normal (or one check each if you're not worried about anyone offering an assist).


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 suppose I'm looking for rumours and gossip, and details about our quarry's crew/ship.

Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22


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’s antics draw a few of the other rowdier patrons to congregate at his table. They eat, drink and, laugh together, and exchange stories about exploits at sea. None of the other diners seem to know much of anything about Quince or the Merman’s Spray, but one of them apparently is somewhat familiar with Captain Seabreeze. His ship, Deadly Wind, was a two-masted sailing ship with a crew of twenty or so. Felnas rowed into port here with five other survivors after the ship went down.


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 shrugs "The devil's luck then in that. Still, it is good information to have. Would you be willing to earn another coin to point out which room beongs to that muscular well-groomed Taldan man? I promise I'll be gentle if that worries you any."


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:
”I’d be glad to tell you which room,” she answers, “but you should know that barging into someone’s room’ll get you thrown outta here, quick. And if you get violent with someone... we’ll, Mara—the owner—she knows people and you might just find yourself not welcome in Oyster Cay any more...”


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

"Business is business, love, and I'd never mess with yours or even Mara's, since your voice doesn't spit hate at her name. I Promise you, that is not my intent." the raven-haired captain assures the woman, with all sincerity.

"I'll keep an ear out until the fun is over and knock politely.
If he'll listen, we can have a pleasant chat. If not, I can get my answers away for here.
"


Hearing the name Felnas, Aerin tries to talk to the person who mentioned him, hoping to get information regarding his present whereabouts. However, it seems that she can't get his attention so she suggests a different course of action.
"Paddy, this place seems to be a bust, maybe we should try somewhere else."
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8


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 sways over to Aerin and places a hand on the back of her waist. "I likes busts! Aerin, lemme tell ye, busts are... well the t#&& me ducky. Bucket fer me."


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- if you're staying on the ship to keep an eye on things, you could roll a perception check to see if you notice anything unusual or noteworthy going on in the nearby docks? (Also feel free to RP with the crew if you just want/need something to post about until the others get back)

@Murillo- you can meet up with one of the other people/groups after you info gathering (or return to the ship) if you're interested in joining in with some RP?

Hedy:
The ugly woman doesn't seem completely happy about your answer but she accepts the coin and informs you, "Arnot and Felnas are in the third room from the left on the long, middle wall of the balcony."

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