Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

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Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


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Retired to SUMITHA

Having eventually found his way to his ship, Elek lands on the upper deck and becomes visible. Finding Jack and Sandara near Rakkaw, he wasted no time. "Jack go fetch Ms Iryani." As soon as she arrived, he asks, "Ms Aryani and Ms Sandara, there is an incorporeal chain joining the Chelish fleet. What can you tell me about it?"


"The serpents on the chains remind me of the archdevil Geryon," Sandara remarks, "And the devils we've been fighting haven't disappeared when slain, so they're actually present here rather than mere summoned echoes. I think someone's made an Infernal pact."

"That would certainly explain how the armada made it through the Eye completely unscathed," Iryani chimes in. "Geryon dwells in the depths of Stygia and knows many secrets."


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'Serpents on the chains?' Shaking his head Elek tries to make sense of it all. "Who is Geryon? Should I attack the chain? Who would have made the infernal pact?"


Beginning of the Fleet Battle wrote:
Dawn breaks, and as it does, a green glow begins to shine from within the maelstrom, rapidly increasing in intensity. Shortly thereafter, ships sail out of the storm clouds, bound together with chains teeming with spectral serpents. The armada has arrived. Forty-seven warships in all, each capable of fighting on even footing against a small fleet of pirate vessels. The leader: your former foe, the Dominator.

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

Sandara replies. "Geryon rules over Stygia, the fifth layer of Hell. It often takes the appearance of a twisted knot of serpents. If the chain does, in fact, come from Geryon, there's no way for us mere mortals to get rid of it."

Iryani answers your other question. "Infernal pacts are legal contracts with terms and conditions clearly delineated. The devil offers a boon or performs a service in exchange for something it desires - a soul is traditional, but other things can be offered as well. I have no idea who would have made it, as many Cheliaxians have experience with such things. It's a surprisingly simple process, actually - as long as you have the patience to sift through a lengthy document and then sign in blood."


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Listening as Sandara and Iryani explained the details, Elek looked toward where he left the 'Dominator'. Turning to Iryani he asked, "Assuming the contract is initiated from the 'Dominator' would destroying the actual paper document inde the legal contract?"


Iryani shrugs. "It's certainly a possibility, but without seeing the document, there's no way of knowing. Each contract is different."


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Nodding, he breaths a sigh, "I guess there is one way to find out." He turns to Sandara, "If I don't survive the 'Banshee's Revenge' is yours, so don't let her sink."

Taking to the air, he turns the ring to become invisible. As he nears the 'Dominator' he resets the ring, and lands on the deck near the captain's cabin door. Pausing for a moment he checks the door for traps. Once he's certain it's safe he attempts to enter.

Going to take 10(30/36) on perception checking the captain's cabin door


Salisfer's cabin contains a velvet- and silk-canopied bed, inlaid with tropical woods in red and gold, and an intricately carved desk of ebony, polished to a glowing sheen. Half a dozen masterful paintings adorn the walls, depicting dreadful tableaus of sea monsters ravaging ship and shore, juxtaposed with idealized merfolk in orgiastic revels. A glass display case mounted on the wall contains a bejeweled golden spyglass as well as a pair of silver daggers with diamond-encrusted pommels mounted on a shield-shaped ebony plaque. You also find a flat steel chest under the bed. It's extremely well-locked, but you're able to get it open with a bit of work.

Chest Contents
restorative ointment
Potion - cure serious wounds x2
Black scroll inscribed with silver ink (written in Infernal)
5,000gp

The spyglass, paintings, and daggers are also quite valuable: 5 points of Plunder in total.


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Breathing a sigh of relief as he finds what he believes is the infernal contract, Elek tucks the restorative ointment and potions in his pouch. Grasping the scroll in his hand, he resets the invisible ring and leaves the cabin, flying above the ship. Unfurling the scroll, he watches the 'chain' as he commands the cursed prosthetic, "Zhuórè de bàozhà" firing a searing blast at the paper.

I'm hoping the fire from searing blast will destroy it: Shadow Wake Merciful Arm Cannon: (attunement), point blank shot, focused blast, Melee Archer, deadly aim. Searing blast
searing blast: 1d20 + 24 + 1 - 3 ⇒ (16) + 24 + 1 - 3 = 38 for damage: 4d8 + 4 + 1 + 6 ⇒ (3, 7, 8, 5) + 4 + 1 + 6 = 34


When the flames dissipate, the paper appears to be completely unharmed.


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"Blast!" Rolling his eyes as he realizes the fire did no harm, Elek studies the document for a moment. Shaking his head he tucks the edge under his arm and tries to tear it.

Any information about the nature of the paper based on knowledge checks?
Spellcraft: 1d20 + 15 ⇒ (17) + 15 = 32
Knowledge (arcane): 1d20 + 18 ⇒ (7) + 18 = 25


Try as you might, you're unable to tear the paper.

The relevant Knowledge checks here would be Divine or Occult.


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Growling under his breath Elek tucks the scroll under his arm and draws his newest wand. Summoning a Lantern archon he unrolled the scroll asking the small outsider, asking. "Can you read this to me?"


It takes a few summons to get through the whole thing, but you're eventually able to get the gist. (reading + translating the scroll will take 2min, so that's six castings from your wand)

The paper is a contract between the archdevil Geryon and two humans: Admiral Druvalia Thrune and Captain Vilius Salisfer. Druvalia is promised two boons for her armada. The first is immunity to harmful weather conditions. The second is the shared senses and instantaneous communication of a magaav. Salisfer is promised diabolic power that increases when he's directly attacked. In return, Geryon will receive Druvalia and Salisfer's souls when they die. All boons granted by this contract last until both individuals are deceased or until the Shackles are completely under the control of Cheliax.


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After what seemed like forever, summoning archons, pointing to where the last one stopped, listening to it read and disappearing mid-sentence, Elek finally had a thin grasp on the contract. Looking at the last Archon just before it disappeared, he confesses, "Apparently I'm not taking the Admiral captive."

Still not sure if he needed the contract or not, he tucks it in his pocket along with the wand. Resetting his magic ring, he draws is estoc and flies towards the Abrogail's Fury Flying over the helm, not sure is she will still be unconscious or not, Elek looks for the Admiral.


You don't see the Admiral on deck, so she's probably in her cabin.


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Landing on deck invisible, Elek attempts to move to aft cabin under the helm, which he believes is the captain's cabin, undetected.

if able to get there
Once there he will investigate the door looking for traps or locks. Dealing with whatever he finds he will open the door.

Taking 10(30/36) on perception and 10(45/52) on disable device if needed.


You open the door to find the Admiral sitting at a desk communicating through a sending stone. While she stops speaking as soon as she hears the door open, it had sounded like she was giving a mission report. Admiral Thrune - while obviously healed quite a bit - still bears several bruises from your last encounter. Doubtless her crew was loyal enough to give her some healing, but with such a massive battle raging, those resources are likely very limited.


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Stepping in to the cabin, Elek shuts the door. Asking in a feint, "Do you want to surrender this time?" As he points the cannon at her he commands the cursed prosthetic, " Bù réncí Yánggōng Dàn mù." as he materializes firing a feint shot and then a full barrage at the woman.

Spells magic circle against evil? I have no idea how much time passed. Verbal Feint, Swift: Fast Feint/Attack Merciful Shadow Wake Arcing Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Merciful Arm Cannon: focused blast, Melee Archer, Barrage, crafted blast: piercing, sneak, fatal thrust, Standard: Spend focus to Barrage (four attacks at a - 6 penalty; first has fatal thrust)
feint: cannon: 1d20 + 32 ⇒ (8) + 32 = 40 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 24 + 1 ⇒ (7) + 24 + 1 = 32 for damage: 4d6 + 4 + 4 + 1 ⇒ (5, 6, 6, 2) + 4 + 4 + 1 = 28 + crafted blast SA: 7d6 + 14 ⇒ (3, 1, 5, 1, 3, 4, 6) + 14 = 37 nonlethal: 1d6 ⇒ 1
Barrage cannon: 1d20 + 24 + 1 - 6 ⇒ (9) + 24 + 1 - 6 = 28 for damage: 4d6 + 4 + 4 + 1 ⇒ (5, 3, 6, 4) + 4 + 4 + 1 = 27 + crafted blast SA: 7d6 + 14 ⇒ (6, 3, 1, 5, 2, 1, 6) + 14 = 38 FT: 3d6 ⇒ (5, 3, 2) = 10 nonlethal: 1d6 ⇒ 4
Barrage cannon: 1d20 + 24 + 1 - 6 ⇒ (20) + 24 + 1 - 6 = 39 for damage: 4d6 + 4 + 4 + 1 ⇒ (1, 1, 5, 1) + 4 + 4 + 1 = 17 + crafted blast SA: 7d6 + 14 ⇒ (4, 6, 5, 3, 5, 1, 6) + 14 = 44 nonlethal: 1d6 ⇒ 3
Barrage cannon: 1d20 + 24 + 1 - 6 ⇒ (20) + 24 + 1 - 6 = 39 for damage: 4d6 + 4 + 4 + 1 ⇒ (3, 3, 4, 3) + 4 + 4 + 1 = 22 + crafted blast SA: 7d6 + 14 ⇒ (5, 1, 3, 5, 4, 3, 2) + 14 = 37 nonlethal: 1d6 ⇒ 1
Barrage cannon: 1d20 + 24 + 1 - 6 ⇒ (3) + 24 + 1 - 6 = 22 for damage: 4d6 + 4 + 4 + 1 ⇒ (2, 1, 5, 6) + 4 + 4 + 1 = 23 + crafted blast SA: 7d6 + 14 ⇒ (3, 6, 4, 1, 6, 4, 5) + 14 = 43 nonlethal: 1d6 ⇒ 4
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


Two natural 20s, nice!

Your barrage sends Admiral Thrune to the Boneyard. Her soul, however, will be heading to Stygia.


Retired to SUMITHA

Seeing the admiral die, Elek realizes he'd been holding his breath. Exhaling as he approaches the 'desk' he picks up the sending stone. "Sorry, the admiral can't talk right now."


2d6 ⇒ (2, 3) = 5

You manage to say "Sorry" before the connection ends. Truly, the word limit of a sending stone is its biggest drawback. On a positive note, the recipient is going to be rather confused by what happened.

Amusingly, your utterances from the previous post were picked up, accounting for 48% of the total message. XD


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Shaking his head, Elek turns the ring again, becoming invisible. He takes a second looking around the captain's cabin.

Did the body burn up like Salisar, or is it here. If it's here he'll check it and then look around the room, taking 10(30/36) on perception


You find a few items of potential use on Admiral Thrune's body and in her cabin.

Loot
crossbow of retribution
mithral light fortification breastplate
Wand - cure moderate wounds (out of charges)
Spellcraft DC 28: 1d20 + 15 ⇒ (19) + 15 = 34
robe of gates

Crossbow of Retribution
This human-bane seeking repeating heavy crossbow is carved from whalebone decorated with green and gold lacquer, with fittings, lever, and bow of gilded steel. On a successful hit against any creature who has just struck the wielder with an attack within the previous round, ammunition fired from a crossbow of retribution wracks the target with shooting pains that impose a –4 penalty on attack rolls, skills checks, and ability checks for 7 rounds. On a successful Fortitude save, the penalty only lasts for 1 round. A target who worships the same god as the wielder (Asmodeus) takes a –2 penalty on its saving throw.


Retired to SUMITHA

Stuffing the crossbow in his magical quiver, Elek moved towards the door. Taking to the air, he looked over the bow to see if the serpent chain was still there. Flying low over the upper-deck, pointed the cursed cannon at the Helm. Becoming visible, he warns, "I told you to stay out of the fight." Commanding the cannon "Zhuórè de bàozhà" firing a barrage of flame at the helm.

attacking the wheel, Spells magic circle against evil - 4 sever wind, Attack: Merciful Shadow Wake Arcing Arm Cannon Searing blast, Barrage, deadly aim
Barrage attack: 1d20 + 24 + 1 - 2 - 4 - 3 ⇒ (1) + 24 + 1 - 2 - 4 - 3 = 17 for fire damage: 4d8 + 1 + 6 ⇒ (7, 6, 2, 2) + 1 + 6 = 24
Barrage attack: 1d20 + 24 + 1 - 2 - 4 - 3 ⇒ (11) + 24 + 1 - 2 - 4 - 3 = 27 for fire damage: 4d8 + 1 + 6 ⇒ (7, 5, 2, 8) + 1 + 6 = 29


The serpent chain is gone! As you blast the helm, you can see that the Chelish fleet is now being buffeted by winds and rocked by waves. They're struggling to maintain their tight formations and are much slower to react to the actions of the Shackles ships. The odds have shifted in your favor. The question is, how best to capitalize upon it?


Retired to SUMITHA

Having turned visible with the attack, Elek calls down to the crew. "I am Elek Kardforgató Commodore of this fleet. Lay down your arms and I will see that you live." Holding for a second for the people on deck to see him, he flies higher taking a look at the overall condition of the battle.

Will use influence on the crew of the Abrogail's Fury hoping they will lay down there arms. Then he will observe the two fleets, getting a rough number of how many pirate ships are left in comparison to the Chelish. He will also look toward the storm to see if it is pushing the ships away from the eye or pulling them to it.
Influence: 1d20 + 35 ⇒ (8) + 35 = 43
Knowledge (martial): 1d20 + 12 ⇒ (7) + 12 = 19
Profession (sailor): 1d20 + 31 ⇒ (19) + 31 = 50


2d6 + 2 ⇒ (3, 1) + 2 = 6
Like the rest of the Chelish fleet, the crew is well-disciplined and sworn to carry out their duty. Like with the Hellknights you fought so long ago, surrender isn't typically in their vocabulary. The good news is that their helm's on fire, so their ship is no longer a viable combatant.

Looking out over the engagement as a whole, the situation's looking pretty rough for your armada. While the Chelish no longer have their devilish boons, they caused significant damage while they were in place. They've lost about a quarter of their ships - but you've lost almost half of yours. With a well-formed plan and good use of your fleet's resources, though, you can still carry the day.

The damaged ships are slowly being pushed toward the Eye, but any that are still capable of maneuvering are able to withstand the storm.


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I forgot about the 'Pirate Lords' so going to change plans a little

Seeing the damaged ships slowly being pushed towards the eye gives Elek and idea. As he gives a wolfish smile he looks towards the outer perimeter of the battle, looking for the flags of his 'Pirate Lords' specifically Arronax Endymion, then any others who may have survived.

Flying back towards the 'Filthy Lucre' I informs the captain, "Use the flags to tell the fleet to tighten the flanks but not to engage one on one. I intend to damage the ships and send them back to the storm." He smiles, "Of course we may capture a few of them if possible."

Moving to the gunwale he uses the rest of his dispute to summon a sea serpent. As he creature appears, he points towards the Chelish fleet. "Destroy them."

As the serpent swims towards the fleet, Elek turns back to the captain, "Use the 'Filthy Lucre' on this flank to keep the chelish packed together. If the try to engage destroy them." Nodding to the Captain he takes to the air flying towards Arronax's frigate 'Tyrannous.'

About how long until the disables ships get far enough into the storm that they are not catchable/salvageable?
profession Sailor: 1d20 + 33 ⇒ (15) + 33 = 48


Yes, I made sure you had a ton of resources available for the battle, as it's very tough. You didn't reach out to them, but the Firebrands and Grey Corsairs were also potential allies. XD

A monstrous sea serpent surfaces near your ship and quickly responds to your command. For the next 10 minutes, the Chelish are going to be quite distracted....

Unless you finish the battle extremely quickly, the disabled ships won't be catchable/salvageable.


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As Elek flies to the location, can he tell Which ships lost more: The two mercinaries in the front with the Filthy Lucre, or the pirate lords on the sides or his own fleet at the rear of the 'square'? How is Arronax's fleet faring? I would assume the two mercenary fleets in the front suffered the most, but that is an assumption....

As he flew over the battle, Elek smiled at the destruction the serpent reaped on the chelish ships. Landing on Arronax's ship he asked, "Permission to come aboard Admiral?" As he moves towards the Pirate Lord he begins the conversation. "It took me a bit to figure how to get rid of the devilish chain, but now that it's gone and I've recruited a sea serpent I feel like we might have a chance." He looks at the older man, "I thought a 'box formation' would work, but they were able to soften the assault by avoiding the 'Filthy Lucre'" He nods towards the battle, "Any recommendations?" Giving a wolfish smile, "Or do you have any tricks up your sleave?"


As you fly to Arronax's flagship, you can see that the two mercenary ships have been completely devastated. Your fleet and those of the other Pirate Lords have also been damaged. The destruction caused by the devils combined with the power of the Chelish warships has been immense, but the brief reprieve created by the summoning of your great serpent will hopefully give you time to formulate a plan.

Arronax doesn't have any clever tricks to offer. Unlike the other Pirate Lords, his fleet consists entirely of captured Chelish warships, allowing him to fight on even footing. As a result, like the Filthy Lucre, the enemy armada has mostly been avoiding him. Now that the tactical acumen granted by Geryon's boon has been removed, that's likely to change, however....

Arronax is one of your allies who has a unique boon. His is the simplest, as you can see: he has the only ships that are equal to the Chelish in strength.


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Nodding to the Admiral, "You've got fine ships, best in the fleet, How is the time to press the advantage. Attack from the flanks, focus on taking away their ability to maneuver, we'll let the 'Eye' do the rest." He turns to leave, but turns back giving a wolfish smile, "Of course if we can capture any ships without losing too much it would be a boon."

Stepping away he turns the ring to be invisible and takes to the air flying towards Tessa Fairwinds sloop 'Luck of the Draw' becoming visible just before he lands, he calls out, "Permission to come aboard Captain." Smiling at Tessa as he lands, "It took a moment to bring down the chain. Now that we have, we should have an advantage. We're going to keep them bunched up, try and push them back into the storm. Do you have any tricks up your sleave we should try?"

How much of the ten minutes has passed, how many ships did the serpent deal with?


You have about 5min left, so the sea serpent's still causing chaos.

Like Arronax, Tessa doesn't have any clever tricks to offer. As the most popular Pirate Lord, it's easy for her to gather allies. Her ships are pretty banged up at this point, though.

Of all your allies, Tessa has the largest fleet.


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Having flown from Arronax's ship to Tessa's and realizing he was almost out of time letting the serpent distract the chelish, Elek casually asks, "My ploy with the serpent has helped, do you know if any of the other Pirate Lords have any sort of 'trick' up there sleave?"


Tessa frowns. "To the best of my knowledge, all of the Lords are pretty open about their own unique strengths. It's an easy way to create respect - or fear."

In other words, nobody has a 'trick' up their sleeve. Everything they have (or can do) is something you've either seen or heard about previously in-game. XD


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Nodding he understood, Elek gestured towards the fleet, "Get them to tighten the noose around the Chelish, Master of Gales and I will disrupt there ability to sail. I want to push them back into the storm."

Turning from his family's longtime friend, Elek turned invisible and flew towards The Master of Gales xebec the 'Kraken'. Turning visible just before landing on the xebec he requested, "Permission to come aboard Captain." As he lands, he nods politely to the old druid, asking, "I'd like to use the winds to push this lot back into the storm as we attack from the flanks."

He gestures above the enemy position, "I can fly above and stir up a storm, if you can push from here." Giving a wolfish smile, "I'll torch a few helms so the out-of-control ships will interfere with the ones that can still sail."

Turning towards the wise old Druid, "Any thoughts?"


"We're a ways from the Eye, so pushing them in will be difficult, but if we work together, our combined powers should be able to do it. I'm assuming the sea serpent is your doing? I have a baby kraken that I've been holding in reserve. Should I have it assist?"

Yes, his animal companion is a Giant Squid. XD


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Hearing the druid's companion was a kraken Elek gives a wolfish smile, at the question of having the creature assist, "Who doesn't want to say the words 'Release the Kraken?" He pauses more a moment, asking selfishly, "Would the creature be able to grab one or two of the ships I've disabled and pull them away from he storm?"

Realizing his question didn't help solve the problem of the battle, he turned towards the fleet. "I know my wind control is not as strong as yours, Do you think I'd do better helping you push them with wind, or do better damaging the ships helms and sails so they cannot steer away from the 'Eye'?"

I was thinking he'd turn invisible, attack a ship's helm (Maybe sails) and then disappear. I realize he's not completely impervious to ranged attacks, still at AC36 not a lot would get through. Or would combining his power with the druid work best?


"He's still a baby, so not strong enough to move an entire ship, but he'll utterly annihilate any ship's boats." (only Huge with STR 25, so more of a distraction)

"Either option could work. I can create hurricane-force winds but lack fine control." (he can create winds up to severity 6 but lacks the Wind Lord talent)


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Smiling at the druid, Elek nods, "Well, couldn't hurt to ask."

Turning towards the battle, "If we can push the whole fleet from here, that will be easier than taking them out one by one. I'll call the strongest wind I have and concentrate on pushing along with your wind."

So reaching caster level 7 Elek can control a 4th level storm, wind lord increases it one and sever weather increases it by one, so 6th level also? And with 'Greater Size' it's big right?


That's correct. Elek can control winds up to severity 6 within a 680ft radius. Unlike the Master of Gales, Elek can also maintain a calm area of up to 80ft and instantly change wind direction by up to 90 degrees.

The Master of Gales nods. "Very well. I'll start on your signal."

It's looking like you're about ready to go, so this is just making sure I'm not jumping ahead to the end in case you had any last-minute instructions for any of the other captains.


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Ok, Paizo is back, lets try and finish winning this thing with as little more loss as possible.

Nodding, he gestured towards the enemy, "Let's push them back where they came from." Commanding the cursed prosthetic he spends it's innate magic investing everything he could into the storm.


By working together, you and the Master of Gales are able to create a truly massive hurricane that encompasses the majority of the battlefield (approximately 2/3 of a mile in diameter). Unable to control themselves, damaged ships - both Chelish and pirate - smash into vessels, causing immense damage. While your sea serpent leaves the battlefield shortly after the storm begins, the Master of Gales's baby kraken swims around in the midst of the chaos, plucking sailors from ship decks, wrecking lifeboats, and hurling debris into sails.

Although they outnumber your own ships, the Chelish fleet is built for power instead of maneuverability. This puts them at a serious disadvantage in these extreme weather conditions. While it would normally require multiple Shackles vessels to match a single Chelish warship, the storm makes for a great equalizer. Pirate ships weave in and out of the loose box formation, targeting masts, sails, and rigging. The Filthy Lucre and Arronax's fleet, meanwhile, stay on the fringes of the engagement, taking advantage of the tightly-packed Chelish to turn the center of the formation into a shooting gallery.

When the storm finally ends, the sea's been almost entirely purged of Chelish ships. Wreckage floats on the water as far as the eye can see. It will be many years before Cheliax can gather the resources to try again - and even if they do, will they even dare? Their armada is destroyed, thousands of elite marines perished, House Salisfer has been devastated to the point of irrelevance, and Queen's cousin has been slain.

Your overwhelming victory didn't come cheaply, though. Shackles losses were high, and nobody came out of this unscathed. As the casualties are tallied, it quickly becomes clear that there are leadership voids that will need to be filled - and fast. Fortunately, there's a new Hurricane King in charge. One who isn't afraid to take decisive action. One who's well-liked and respected. One who comes from a long line of pirates. If you play your cards right, the Shackles will come out of this stronger than before, more united, and ready to make some positive changes....

Things started out a bit rough, but once Druvalia and Salisfer were defeated, the battle swung back in your favor. Overall, there are more losses than you would have liked, and some are probably going to hurt a bit. On a positive note, this also gives you an opportunity to turn the situation to your advantage. XD

Results: Three-quarters of the Shackles ships, including three of your own personal ships (your choice), were lost with all hands. Four of the Pirate Lords (your choice) perished. The entire Chelish fleet was destroyed. However, the Dominator - while severely damaged - is salvageable. Because you befriended the locathah tribe earlier in the campaign and found them a safe home, they'll be able to salvage 14 points of Plunder from the sunken ships over the course of a couple months.


Retired to SUMITHA

Having finished pushing the Chelish fleet back from where they came, Elek nodded to the 'Master of Gales' and returned to the 'Filthy Lucre.' As the fleet started to regroup and messages started coming in, the 'Butcher's Bill' was becoming evident. Moving away from the storm he noticed the 'Dominator' listing away from the storm. Taking to the air, he once again offered the remaining sailors and Hellknights their lives if they surrendered. Being refused he returned to his ship, tired of the fighting he considered who might enjoy clearing the deck of the Dominator.'

Calling for some paper and a pen, using his Silver Raven Figurine, he sends a message to Avimar Sorrinash. Soon the 'Blood Moon' approached the 'Dominator' Elek, having given the invitation forced himself to stand and watch the Masecure. When Avimar and his 'pirates' were done and had taken the gear of the Hellknights, Elek ordered the 'Filthy Lucre' to attach lines and hall the empty ship with them.

Once the fleet was underway, he flew to his original fleet's ships, informing them of the loss of the four Pirate Lords and of "Artful", Slippery Syl, and Ratline along with their ships. He also promised his captains a Letter of Marque along with ownership of the ships they captained for him. Lastly making his way to the 'Banshee's Revenge' he informed his own crew and asked Sandara if she would captain the 'Dominator' for him, once they were able to repair it.

Knowing he needed to get ahead of the void in the council, Elek Penned two letters, the first to Stella Fane and the second to Merril Pegsworthy asking them to join him in three days to meet with the 'Pirate council. In the letter to Fane he explained the death of Jolis Raffles, underlining the need for someone who understood slavery and would work to continue the islands reputation for taking in freed slaves. In the process offering her Lordship of Bag Island in the Shackles. The letter to Merril carried a similar message, asking his friend to join the council replacing Hardluck Massey. The pirate town of Pex located on the Devil's Arches island of the Shackles, was in dire need of consistent quality leadership and Elek knew that Merril could deliver on that count. He asked 'Crimson' who captained the 'Rat's Demise' (which had formerly been the chelish rumrunner the 'Jesters Grin') the second fastest ship in his fleet behind the 'Revenge' to sail ahead to Port Peril to deliver a letter to Stella Fane, the privateer captain of the 'Risen Albatross', and then to Firegrass Isle where Merril Pegsworthy and his three ships were said to be based out of.

Having sent the Rat's Demise' on ahead, Elek flew to speak with the remaining Pirate Lords; making sure to offer his condolences to 'Master of the Gales' for the loss of Mase Darimar. Speaking with the seven remaining Counsil members he invited them to meet with him back in Port Peril in three days, where he would appoint replacements for the four Pirate Lords who died and a replacement for himself so the council would be back to twelve members.

After meeting with each of the Pirate Lords he flew to the 'Wormwood'. Thanking Valerande "Barracuda" Aiger for his service and offered him Gannet Island and a seat on the council. Once they agreed to the particulars Elek flew to the 'Cyclops's eye' where he met with Ulfric. Explaining to his friend that he needed someone to replace Mas Darimar on the council to watch his back and to manage the fort on the Island of Empty Eyes. Adding that they would name the Chelish fort Fort Ironbound after the Ironbeard brothers, making Ulfric Lord of the Fort and the planned town and trade center on that peninsula. Elek smiled when he pointed out that the other peninsula belonged to Sefina into perpetuity and that he would keep the other bay, the ruins of Sumitha and the plateau. Flying to the 'Revenge' to speak with his oldest friend Sandara. Explaining to Sandara that he will let Havalas keep control of the port of Oyster Cay but he will not be giving the man Wide Olga's spot on the council. Instead, he was offering it to her, Captain Sandara of the 'Dominator' along with a spot on the council he asked that she would watch over Port Peril and adjudicate on his behalf when he was away; thus, the ship that was the greatest threat to the Shackles would be its greatest defense. Lastly, he flew to the 'Filthy Lucre' to speak with captain Omara, (after he learned her full name and a little about herself) he proposes she continue to work for him captaining the 'Filthy Lucre'. He also asked if she would work as a lesson with whoever had sold Bone Fist the cannons, he desired to build three ships in honor three friends who had died.

He'd decided that once the ships were built, he would offer the captaincies to Breaker, Conchobar and Giffer. He would also offer to build an inn outside of Fort Ironbound for Ambrose to run with Owlbear and Jack. As he considered how best to reward folks, he waited until it was evening and went to speak with Iryani. He told her he intended to sail the 'Revenge' with just a (literal) skeleton crew and asked her if she would stay aboard. He then offered her the invisible ring and asked, if when they were in Port Peril if she would be his 'eyes and ears.' Indicating that he would also have her 'observe' the council meetings to get her opinion on the 'Pirate Lords.'

Once the fleet had returned to Port Peril Elek let it be known that the day of the battle would become a national holiday, and that they should celebrate for the next week; encouraging the captains to give their crews the week off to drink and carouse. When the time came, Elek introduced the five new council members: Merril Pegsworthy, Stella Fane, Valerande "Barracuda" Aiger, Sandara Quinn and Ulfric Ironbeard. If anyone protests or inquires, he explains "to the Victors go the spoils" and he makes a note of who and why.

In the first month of his reign, he repaired the 'Dominator' Keeping it's name the same, so to rub it in the Chelish noses. He also began the process of building his ships and sending letters to the Grand Duchy of Alkenstar to begin the conversation about cannons. He also sent ambassadors to Sargava, inviting them to use Tidewater Rock as a place of trade. As well as to Ilizmagorti inviting them to use the 'Isle of Empty Eyes' as a place of trade. Promising fair prices alleviating their ships of the dangers of sailing through the Shackles, knowing he cannot change the nature of the place, but can provide shipping of goods himself from one Port to the other. He also let it be known that he would no longer be charging a tax to captains applying for a Letter of Marque. But he would not be giving letters to Slavers.

Having reattached the Skeleton anchor to the 'Revenge' he kept busy sailing from Port Peril to Tidewater Rock out to Fort Ironbound. Stopping in between visiting villages and towns, not forgetting the Sahuagin he made it his task to deal with them where he could. He would spend what time he could with Sefina in the evenings and visiting the Pathfinders exploring the ruined city.

As the day approached he noted his promise to Hrethnar, former first mate of Sempet and Thael Shivers. Loading the 'Revenge' with some exotic items he thought the first mate may enjoy. He also hired a dozen priestesses from Dindreann's temple to spend the year there, along with enough food, wine and entertainment to make Hrethnar's and their's year interesting. Keeping his Pathfinder friends in mind, he invited Calisro Benarry and Stella Fane to join him to explore the tomb.

When almost a year passed, he traveled back to the Island of Empty Eyes and the city of Sumithia awaiting Vailea. When the Marid returned, he inquired about her year, as he shared how things had gone since the dinner party. As they walked around the ancient city he pointed to where the Pathfinders were still cataloging information. When the time came, he explained that his wish would be for her to restore the city itself to how it had been when she first came there, so that it would be livable again, with the intent of moving there.


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The year after the battle is extremely busy. There are council members to appoint, ships to build and repair, ambassadors to talk to, and a whole host of other important things to do. Your days are long and full, and you're often learning as you go.

Stella Fane is happy to take charge of Bag Island. One of the first things she does is build a Pathfinder Lodge. She also reaches out to Calisro Benarry, who's quick to set up a chapter of the Horizon Hunters there. These things set Bag Island on a path to becoming an excellent location for people seeking knowledge, and treasure seekers frequently stop here at the beginning of their search.

Appointing Merril Pegsworthy as Lord of Pex is a fantastic choice as well. Hardluck Massey was a cruel man, so having a humane leader does a lot to raise the spirits of Pex's residents. Over time, the town will become more prosperous.

Thanks to Omara's insights, you're able to make a positive impression when you meet with representatives from Alkenstar. While they're understandably reluctant to provide firearms to pirates, you're able to secure regular deliveries of ammunition for the Dominator. If you can prove that you're moving the Shackles away from rampant piracy and making the region more civilized overall, they'll eventually soften their stance and begin outfitting more of your ships.

The inn you build for Ambrose is very popular - at first for the novelty of the island, but eventually on its own merits. Ambrose's passion for cooking is reignited, and his culinary excellence continuously increases. In a year's time, it's getting visitors from as far as Irrisen on occasion.

Iryani ends up befriending 'Slip,' the mysterious halfling information broker. This makes her even more of a terror than she already was, as she adds stealth and divination magic to her arsenal of curses. She will be an excellent spymaster and is invaluable in uncovering threats to your rule before they even get out of the planning stage. Assassination is not a thing that you need fear, preventing the paranoia that was ultimately Bonefist's undoing.

Sargava and Ilizmagorti accept your trade offers. This makes trade safer overall, as the number of 'forbidden to harass' ships increases. (reaching out to Ilizmagorti has other effects, but they don't affect Elek in any way)

As it turns out, Sorrinash enjoys the sahuagin raids and actually has an existing agreement with the vicious fish-people. As long as you provide another avenue for him and his crews to satisfy their bloodlust, he won't resist if you want to end that arrangement, though.

The most difficult challenge you face is tackling slavery. This occupies the majority of your time and is met with major resistance. It's the main 'trade resource' in the Rampore Isles, after all, and you end up having to personally slay the ruler of Ghrinitshahara, the rakshasa Bedu Hanji. You'll probably never be able to completely eradicate slavery in the Shackles, but you can definitely make it much less common.

After a year, Vailea returns, and you make your wish. Over the course of a day, crumbling stone buildings are rebuilt, overgrown vegetation is pulled back, and an ancient city is restored. It's larger than it originally appeared, and is incredibly impressive (as seen in THESE PICTURES). The exploring Pathfinders can now conduct their research in real-time, allowing them to gain a wealth of information about the extinct Ghol-Ghan civilization. This is arguably the greatest archaeological find of the generation.

If your parents could see what you've accomplished, they'd be amazed. You're truly done them proud, and the Kardforgató name is ensured a permanent place in history.

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