GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...location map ...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 26, Sub-officers 9+1, crew 71
Ships watch/Bells ...Port Peril Map


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M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

"I don't know, you could try groveling," the priest suggests to the orc. "It might work. Maybe."


Veronica Blackblade wrote:
If this seems a bit overboard, it probably is and you're welcome to call Veronica out on it later! The situation just seemed to fit the Pride drawback pretty well and I wanted to play it up, as I feel haven't really done that up to now.

Not overboard at all, I thought it was handled well. Going to hand waive the intimidation checks here I think both Veronica and Mac have made their points.

The big orc glares at Tucci but he knows better than to say anything. Nodding at Veronica's response, the orc looks at the other sailors, they clearly recognize the orc as some sort of leader and defer to him. The orc lifts a finger, "Let's me parley with tha crew."

He turns and speaks with the ten or so cutthroats, then turns back to to Veronica. "We're willin' ta 'elp ye sail this tub, but we 'ave two requests ta make. First we's ask ta be put ashore somewhere's outside o' tha shackles." He gestures towards the still unconscious Captain Svard, "Second, we's ask 'at it be somewhere's other 'an where ya leave ol' Svard." He gives a snaggled tooth smile, "Do we's 'ave an accord?"

Having been properly chastised by Mac, the leader of the slaves. Looks from the big orc to the captain. Not even taking the time to confer with the others he blurts out, "We don't care where you sell this tub, we'll row it there for you as long as we all go free!'

Smiling at how the captain and officers handled the pirates and slaves alike. Ambrose ask "Well done cap'n, who d'ya wanna tek the helm of this tub an' where we off to?" As Ambrose talks, Syl watches to see how the captain handles Svard.

I've two recommendations for selecting a port, stay out of the shackles and consider the size of the port you select. The larger the town, the closer you get to the 1,000 gp. per plunder. The plunder section on the campaign page spells it out, the pathfinder wiki spells out how large the locations are fell free to look at it. Chose wisely.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci looks down at the map, "Well we could go to Senghor (link). It's the larger city. I'm keen to make a deal with the widow, and we keep getting side tracked from that mission. It's another day to Senghor, which is fine if we're unloading cargo, but we might want to keep some for our dealings anyway. So I say we keep it all, minus for the crew of course when we put into port."

Remember we'll lose one cargo to pay the crew when we put in. We should save a small reserve for possible trade, or even to pay for access to the island as part of an agreement. We only have four now, so I suggest we keep it unless someone really needs the cash. We have a few things to sell in a sizeable port, which should net us around 2kgp each. I'll do a divvy when we're in port and selling with an accurate number.

"So I say let's sail to Bloodcove (link) - it's quicker and the size is large enough to handle what we need to do."


Tucci has made a couple really good recommendations, someone needs to decide where you are sailing and what officers are on which ship.

The two crews begin working together removing the grappling hooks and getting ready to sail. Ambrose, with Owlbear in tow, finds the keys to the manacles and begins releasing them, encouraging the rowers to stretch their legs a little, before they return to the oars. Sandara tracks down the five new crewmembers taking them to the 'Charm' and introducing them to the crew they'll be working with. While some of the 'Charm's' crew moves to the 'Devil’s Pallor' to help sail the Drekar.

Meanwhile, Syl, standing on the upper deck notices Captain Svard stirring. Calling to the officers. "Cap'n, dis ones wakin' up."


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

I figured we'd be handing over the Drekar to the NPCs among the crew (likely with Sandara in command), since you said you didn't want to be splitting the party between ships. If we're splitting up the party, I think it'd make sense to have Ellie be the one taking command of the Drekar while having Veronica stay at the Charm. Tucci would be the obvious choice to replace Ellie at the helm, since he expressed interest in helping out, which would leave Mac as the one to join Ellie on the Drekar.

"Although going to Bloodcove would be quicker, I think it would be best to make the trip to Senghor. It's further from the Shackles and it isn't the destination of choice for slavers like Svard. We're less likely to run into any friends of his over there than we are in Bloodcove." Veronica looks up from the map at the rest of the officers "Any more thoughts on our options?"

---

As Syl calls to them, Veronica gestures the group to join her and moves towards the hobgoblin captain.

"Well, Svard, here's where you stand right now: the Sargavans want you dead, as that's their penalty for piracy. The Pirate Council probably wants you dead as well, for risking the nice protection racket they have with the Sargavans. Your former slaves definitely want you dead. As for ourselves, we don't look kindly on slavers, so I'm thinking we either leave you marooned somewhere, or we just do what all those groups want us to do. So, tell me. Any other options you think I should consider?"


Standing to his feet, Svard gives a wicked toothy smile, snorting. "Yeah B~%@!, I heard o' yer grandma, an' you ain't her. Fight me mono a mono, see which one of us a real cap'n."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"She can't. Cause she's not alone." Ellie rests a hand on the grip of her pistol. "You try anything and you'll find that out for yourself... again," she adds, indicating her weapon.


Hearing Ellie chime in, Svard spits on the deck and sneers at the first mate. Looking back at Veronica, "So yer crew speaks fer ye?"


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

"It's pretty obvious who the real captain is: the one who still has a crew and a ship." Veronica gestures to encompass the ships and crew to reinforce her point, with a mocking smile on her face.

"It's pretty telling that you think that's something to be decided with a solo battle, or that having my first mate speak up to trash like you is odd. I don't fight or lead alone. I have a whole crew supporting me, offering their help and insights, even when they know I might not be inclined to follow them. And we're stronger for it. That you don't seem to get any of this just goes to show what a lousy captain you were, and why we took you down so easily."


Ignoring Veronica's speech, Svard shrugs and smirks. "If'n ye don't want ta fight, 'en ye shouldn't 'ave asked." He gives a hard glare. "Do what yer gonna do an' be done with it."

As Veronica gets done speaking, Sandara steps beside her, asking. "yer orders Cap'n"


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

"Maybe we banish him with his crew, though if we do that, we're really passing the coin to the next ship they encounter. He's a nasty brute that, and maybe irredeemable!"

He waits to see what happens next and is of two minds himself on what he'd do in the captain's shoes.


Realizing Sandara had distracted the captain, Syl takes advantage of the situation. Sneaking up behind Svard, she whispers in his ear. "Yisser are mine nigh" Thrusting her stiletto between Svard's ribs, as black blood oozes from the wound she spins him about and tosses him over the gunwale. Turning, she wipes the blood from her blade, seeing the look Sandara gives her she shrugs her shoulders and asks innocently. "Waaat? yer man wus makin' a move on de cap'n!"
-------------------------------------

The other officers, having agreed with Veronica's course of action, take their positions and get the ships underway. After two days of uneventful sailing, the morning of the third day they come within sight of the port of Senghor.

Knowledge (history, geography or local) DC 11:
Questions to keep in mind: are you selling the plunder? if so, '1' goes to the crew and one person needs to focus on selling one plunder per day. Are you giving the crew shore leave, if so, how long? Is someone going to recruit crew? Is someone going to 'earn disrepute'? Separately, is someone going to sell the 'Devil’s Pallor'? If so, roll a Gather Information DC 15


M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Brother MacLaren sheds no tears for the hobgoblin.
It probably had to be done.

Brother MacLaren will work on finding a buyer for the Devil's Pallor.

Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Knowledge Local: 1d20 + 4 ⇒ (6) + 4 = 10 vs DC 11

Tucci knows little about where they're going. Still, it's a city, and a big one he's surprised to see. He's eager to get among the people and see what sort of place it is, but his duty lies with the ship first, and he helps see to it they're berthed properly and safely.

Then he'll help whomever wishes to spread stories about the fine ship and her crew. It's not one of his skills really, but he does what he can to aid.

Perform Oratory: 1d20 + 0 ⇒ (5) + 0 = 5 vs DC 10 for no aid.

He frowns at his feeble attempt, and vows to do better.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Veronica shruga as Syl throws the hobgoblin corpse overboard. "Eh, like Tucci said, this is probably for the best. But I'd rather you wait till I give you the order next time, Syl. Don't want you murdering prisoners we want to keep."

Actually, thanks for doing it this way =) I was sick these last few days and couldn't get myself to post, this let us move forward a bit

---

Knowledge (Geography): 1d20 + 7 ⇒ (18) + 7 = 25

"Senghor is quite a big city, focused mostly on ocean trade. We're bound to find someone willing to pay well for our plunder here if we hope to cash in on it now. And hopefully we'll find someone interested on our spare ship quickly enough as well."

"Senghor ensures no piracy occurs in its waters, but doesn't care much for what happens in the Fever Sea, with one exception: Slavery. So I figure we might be able to make a decent name for ourselves and possibly get more crew on board by telling them how easily we brought down a slaving ship and freed its crew."

Infamy(Intimidate): 1d20 + 11 ⇒ (10) + 11 = 21


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Knowledge (geography): 1d20 + 3 ⇒ (4) + 3 = 7

"I've never been to Senghor myself, so I'll take your word. If they have a particular beef with slavers, I'll play that part up."

* * * * *

At port, while Mac sells off their stolen ship and (I assume) cargo to get the absolute best price, Ellie talks up one of the dockside dives. "Got a pirate slaver ship recently, you hear about that? No? Damn ugly brute he was, their captain. Hobgoblin if I remember right." She waves a hand dismissively. "Ah, doesn't matter now. He's fish food. But the important part to me is the men and women who don't have chains on their wrists anymore. I'm hoping the ones who chose to stay on the Charm prove to be good sailors." She chuckles. "Anyone who stays behind has Captain Blackblade to thank for the new competitors!"

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


As the two ships sail towards the port, several of the Senghorites naval ships approach. After a quick conversation with Ellie the Senghorites realize the Drekar is here to free slave, not sell them; and the two vessles are permitted to enter the harbor. As Ellie sails the Drekar to the docks, Veronica has the 'Charm' drop anchor in the Harbor.

While the ex-slaves and former-pirates of the Drekar quickly rush off of the ship as soon as it was docks, the crew of the 'Charm' wait patiently as the 'ships boats' were lowered. Meanwhile, Ambrose and Owlbear appeared from below decks with a lockbox. With Conchobhar's help keeping accurate records, Ambrose pays out 'advances' to which ever sailors in need of money, with Owlbear holding the lockbox and glaring at anyone who got pushy.

Once the crew was offloaded Ambrose told them he'd be at a tavern called 'Blu's Barnacle' if they needed any more cash. Once the crew was disembarked and the ships boats returned, Ambrose informed the officers that his friend Blu owned a tavern. Blu's Barnakle' a block off of the docks and it would be a good place to meet up and possibly hire any gentlemen o' fortune.

As Brother Mac moved around the ports speaking with sailors and locals alike, he hears the name Bonali Raas. A Mauxi shipbuilder who also 'refurbishes' ships.

Ellie and Tucci meanwhile, speak with several swabs, but none seem interested in joining the crew of a ship that just freed sixty slaves.

The Captain also moved around the docks sharing how they had chased a ship, waited to protect a village from pirates and freed a sargavan ship from a scary pirate. Though she told the stories with much vim and vigor, most of the folks she spoke to didn't seem to think the tales were infamous.

At the end of the evening, the officers meet Ambrose at the tavern, 'Blu's Barnacle' to share what happened and to commiserate.


M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Brother MacLaren heads to the tavern and shares a drink with Kroop. He tries to make sure the cook paces himself. Kroop hasn't been falling-down drunk like he was on the Wormwood, so good to keep it that way.

"Ellie, Veronica, I think I found a buyer. Bonali Raas is the name. Want me to track him down tomorrow and see what we can get for the drekar? Or would you rather handle that?
I think we should also try to sell some of the plunder here. I get Tucci's point about hanging on to some of it to trade, but coin is even better for that, and we're not likely to find another place this big on the way to the Rock, are we?
There might even be an opportunity to get some of the components that Veronica needs to make gear for us.
And if you didn't have any luck recruiting crew today, spreading some wealth around tomorrow might help."


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci shrugs and nods along with MacLaren. ”Yeah, dumping some loot on the town might certainly loosen some minds. And as you say, we’ll not get a better price elsewhere.”

If we’re selling, we should sell it all I think. Tucci will help sell tomorrow if he can.


As Blu and his staff serves the officers, they discuss what they'd accomplished and what they were going to do the next day. When the conversation about selling the plunder comes up, Ambrose smiles, "Once we sell the stuff I can buy mower supploys. it wull be bostin ter yav sum noo spices ter cook with. they yav an amazen selection eya in sengor's marketplace." He furrows his brow as if deep in thought. Lifting a finger he continues. wull tek tewthree days ter sell everythen we yav in the hold. i'll tell the croo they yav tewthree mower days of shore leave caggy."

As the officers sit and drink and talk, they notice a fair amount of the crew coming and going. Strangely they don't notice many of the crew members who'd been helping on the dreker. It was odd not to see the likes of Tam and Fipps drinking with the rest of the crew.

Second day
Once the evening was over, many of the crew headed back to the ship for the night. A few found other places to sleep and some didn't go to bed at all. the next morning as the sun rose the sky was clear and the breeze warm. A fine day for working a crowd or going to the market.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Disappointed at her failure to leave an impact with her to tales at the docks, Veronica mood lifts a bit as Mac shares his success in his search for a buyer.

"Nice work, Mac. I can take of the ship if you all want to get something else done tomorrow. I agree with you both, we won't find a better place to sell our loot than here, but I don't think I'd the best person to do it, unless we want to try bullying our potential buyers into paying more, which seems like a terrible idea - Senghor makes sure that its market is a safe place to do business."

"So that leaves either selling the ship, or continue trying to make our name known around these parts. Didn't really have much success today, but might have better luck tomorrow."


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci does what he can to sell the plunder while the others are handling other things. For his 'rolls' he'll take 10 (for a 10) just to sell the stuff. However, he watches carefully how everything in the process works, so he can do better next time!

He’ll walk the streets as well, getting used to the place. He’s not been in a place so large he thinks, though Magnimar comes close.


Last night
Sitting at the table with the other officers, 'Fishguts' nods towards Brother MacLaren. "It sounds loike mac 'as sorted ert whar this bonali raas is. Sounds loike he's got sellen the boat handled." The cook shrugs. "jus me tewthree cents worth." Then takes a sip of his rum and winks at his old assistant.

In the morning
Having heard that Tucci was going to sell the plunder, Ambrose grabs his lockbox, determined to help the halfling. Recruiting Owlbear and Scrimshaw Jack to help unload the items, Ambrose helped Tucci organize the stuff and aided in giving descriptions to the new buyers. Turning to the Halfling, "It wull tek abart tewthree days ter sell everythen, then i'll get mower supploys an' sum extra rum."

One plunder will go for crew pay and supplies, the other three will earn 3,000gp. and take eight hours a day, from day 2 through day 4 to sell.

Mac, Bonali Raas is on the far western side of the bay, there's a sign that says 'Bonali's boats'.

Veronica, Ellie feel free to post your actions for day 2.


M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Brother MacLaren goes to find Bonali Raas.

"Have a ship to sell. A Drekar, seaworthy. A fine boat. Good lines, sturdy, handles well, decent enough cargo space. You can see it there across the bay.
We'll take 12,500 for it."

Hmm, if that were all gold it would be 250 pounds. Which takes up the same space as about 13 pounds of water (a gallon and a half), so that would be a fairly small but very heavy chest. Yeah, lugging that across town seems not smart.
"The ship is yours if you can pay. My ship is the Charm, next to it. If you want the Drekar, send your crew over along with the coin. They can leave the coin with me on the Charm and sail the Drekar back over here to this side of the bay."


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie returns to the ship to sleep that night, more accustomed to the creaking of swaying wood than to the stillness of a cold stone floor, and preferring the relative safety of her own crew over the locals at a new port.

The next day, she finds a different section of the town and tries again. "Yeah, I'm from the Charm, that big three-mast that just got in. We're just here to offload some cargo-- and make a few bartenders richer," she adds, raising her mug appreciatively toward the man behind this particular bar. "Then we're out to make a name for ourselves-- and make no mistake, the world will know of the Charm and her crew before this is done. Anyone want to join?"

Diplomacy (recruitment): 1d20 + 9 ⇒ (4) + 9 = 13
Sheesh. Tough crowd.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Between Mac, Tucci, Kroop, Owlbear and Jack, Veronica figures their loot is in good hands, and follows Ellie along, to again try and make themselves better known around port with tales of her recent accomplishments.

Infamy(Intimidate): 1d20 + 11 ⇒ (19) + 11 = 30

"Heh, if our next trip goes as well as the last one, we might be back before long." She adds to Ellie's pitch. "We easily took down two ships this time with their leaders never really managing to fight back. And we could have easily taken down a third, if they didn't manage to narrowly get away. And one of them belonged to a hobgoblin pirate - I actually expected he'd last a bit longer. That's his ship we brought in, we'll probably be making quite a bit of coin selling thay one."


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm
Robert Henry wrote:
Having heard that Tucci was going to sell the plunder, Ambrose grabs his lockbox, determined to help the halfling. Recruiting Owlbear and Scrimshaw Jack to help unload the items, Ambrose helped Tucci organize the stuff and aided in giving descriptions to the new buyers. Turning to the Halfling, "It wull tek abart tewthree days ter sell everythen, then i'll get mower supploys an' sum extra rum."

”Thanks for the help there mate, I’m green, and don’t know what I’m doing yet, but I’ll get better.” Tucci grins at the crew.

Party Divvy
This divvy is doled out piecemeal over the next few days as things are sold, but I’ve rolled it all into one distribution so we don’t get lost in minutia. It includes the items we’re selling, and the plunder income.

We each receive 6,224gp in cash.

As the funds come in, Tucci does some shopping…

He buys a number of scrolls:
1 (25gp, cl1): Hydraulic Push, Obscuring Mist (x3), Read Weather (x4)
1 (100gp, cl4): Touch of the Sea (x4)
2 (200gp, cl4): Carry Companion (x2), Fog Cloud, Lesser Restoration

Then he picks up some oils of Bless Weapon (1) (50gp ea x4).

If he can find it or find someone to make it, he looks for a Traveler's Any-Tool (250gp). low is bad: 1d100 ⇒ 65

For the Read Weather, he picks up a set of marked sticks (25gp).

Lastly, he’ll try and find someone who can make a Handy Haversack (2,000gp) while they’re in port. low is bad: 1d100 ⇒ 64

1,400gp in scrolls, 200gp in oils, 250gp in tools, 25gp sticks, 2,000gp haversack = 3,875gp spent

He keeps a reserve against possible ship upgrades or other needs.


As Mac approaches the Shipyard it's not hard to miss the tall well-dressed Mauxi man who is obviously in charge. The tall man turns the direction Mac gestured and waited for him to end his sales pitch. Giving a smile he nods, "Mi see yuh ships cum inna an tink dat may be di case. Di dreka a waah fine vessel an yuh price fair. Mi wi duh as yuh ask an ave mi accountant wi a crue meet yuh pan di 'Charm."

Meanwhile Ellie stays near 'Blu's Barnacle' talking to potential sailors. Though none seem very interested, she does notice Giffer and Barefoot Samms speaking with some of the potential crew.
Even if we don't 'add' crew, we will have fresh bodies to replace the 'evil' crew members who were dissatisfied.

On the other hand, Veronica enthralls most of the bar with her retelling of how they defeated the Hobgoblin Captain Gortus Svard and had his drekar the 'Devil's Pallor' for sale there in the bay.
+2 infamy

Tucci and Ambrose, having a successful day selling the inventory, eventually meet the other officers in Ambrose's friend's bar. Sitting in the tavern they enjoy a meal and sharing how the day had gone and the plan for tomorrow.
Feel free to RP as much as desired.

Third Day in port
Once the evening was over, many of the crew headed back to the ship for the night. A few found other places to sleep and some didn't go to bed at all. the next morning as the sun rose the sky was clear and the breeze warm. A fine day for working a crowd or going to the market.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci enjoys spending time with Ambrose and learning the ropes of plunder sales. He gathers as much knowledge as he can, so he can do better at the task in the future.

”So, uh, Ambrose, what brought you to piracy?” he asks during a lull in plunder selling.

Day three he continues to sell plunder, and sleeps on the ship.

I think we got all the infamy we can for now, so we just need crew and another day to sell the last of the plunder.


M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Brother MacLaren will look to find some fellow followers of Cayden Cailean.

"Ah yes fellows, daring and swashbuckling on the high seas! Yes, I came in on the Charm. And I have tried to honor the Lucky Drunk in my wanderings. But I was hoping that there might be some among you who are a bit more schooled in magical studies."

Looking to buy a few scrolls of Clr3 spells:
Deadly Juggernaut (375)
Free Spirit (375)
Invisibility Purge (375)
Water Breathing (375)
Total: 1,500

He will spend the rest of the day working with the local brewers on a batch of ale. "Should be ready in a couple of weeks. Save a bottle for me for the next time I am back in town!"


retcon, day two
Having little trouble finding a crofter to make some items for him, Tucci returns to the 'Charm' with stories of friendly Crofters willing to help anyone with cash.

Back to day three
As Tucci and Abrose spend the day selling plunder Tucci asks the heavy cook about how he became a gentleman o' fortune. Smiling at Tucci's question Ambrose explained "I was trained as a professional chef at the lobster’s armor, 'un of port peril’s most popular an' expensiv' restaurants, but when I was thrown ert fer inappropriate behavior with me assistant, I ended up plyen me tred with several sailen vessels in the shackles before embarken on captain barnabas harrigan’s wormwood, I served as ship’s cook fer tewthree 'eass before I joined this croo."

Having learned from Tucci where a couple shops were, Mac found a crofter that had several items he wanted for sale. Having spent the day with fellow worshipers of the The Lucky Drunk, Mac returns to the 'Blu's Barnacle' with a couple new friends in tow to drink with.

Ellie spent the day attempting to recruit more sailors
Diplomacy (recruitment): 1d20 + 9 ⇒ (7) + 9 = 16

While Veronica told stories to increase their reputations.
Infamy(Intimidate): 1d20 + 11 ⇒ (6) + 11 = 17

Day four in port
Once the evening was over, many of the crew headed back to the ship for the night. A few found other places to sleep and some didn't go to bed at all. the next morning as the sun rose the sky was clear and the breeze warm. A fine day for working a crowd or going to the market.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Despite her lack of success the previous day, Veronica again tries to impress her audience with tales of their battles, focusing in how they brought Svard down to those who have yet to hear the story, and adding a few more like their battles against the grindylows for the familiar faces in the audience.

Infamy(Intimidate): 1d20 + 11 ⇒ (18) + 11 = 29


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci chats with Ambrose a bit about cooking, though he's lost some interest in such things. He might pick up a bit just to be helpful, but he’s more focused on mercantile work for now.

On the fourth day in port he spends most of his time selling plunder, though he does pick up the traveller's any-tool which should be finished by then. He's not quite sure how to make it work to aid in sailing, but he plays with it most of the evening to figure it out.

His backpack should be ready tomorrow and he'll be ready to leave.


M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Brother MacLaren asks his fellow Caydenites about this thing he has heard of. A Sipping Jacket.
"Can it do beer?"

He will then set about getting the components to make one. It will take some time, but he'd rather have someone on the ship working on this instead of having to come back to Senghor again to pick it up.

New total is 2,635.7 GP.


Having focused on the details of her story, Veronica spends the day impressing new and old friends alike. building her's, her officer's and especially her ships reputation.
+ 2 infamy, which puts you at 10, your first threshold, you all may want to discuss you choice of 'favored' port

Selling more of the manufactured goods from the absalom baroque, Tucci and Ambrose entertain each other with conversations about food. Once they are done, Tucci returns to the wizards shop that was crafting items for him. Ambrose, was impressed with the 'tool.' Having never seen one, he began to imagine all the things he could use it for in the galley. As they return to the ship he asks Tucci, "Tucci me skip, yav yaouw ever heard of julienne chips?"

As Brother Mac and his fellow Catdenites sample just enough of their product to get a warm buzz going, They all look at him strangly as he asks about a sipping jacket. Shrugging their shoulders, none of them had ever heard of such a thing. The youngest one going so far as to ask if it was the same as a red-velvet smoking jacket.

As Mac heads to the market to puchase the components he needs, his drinking companions stay at 'Blu's' tavern to continue their 'worship.'

Ellie continues staying near the tavern speaking with likely sailors about joining the crew.
Diplomacy (recruitment): 1d20 + 9 ⇒ (2) + 9 = 11

Morning of Day five in port
Once the evening was over, many of the crew headed back to the ship for the night. A few found other places to sleep and some didn't go to bed at all. the next morning as the sun rose the sky was clear and the breeze warm. As the tide begins to go out, crew began to shuffle back to the ship. Tucci announces that his final item will be ready before noon and they will just be able to catch the tide. Which begs the question, if the officers want to catch the early tide or stay a few more hours and work the crowds then set sail that evening.

Are we leaving after Tucci picks up his stuff, or spending eight hours gaining the last infamy point and crew?


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci has no strong opinion on a favored port, but he does agree it should be one they frequent regularly. This might be too far out for them, but he’s unsure. Can the port be changed? If not, I suggest we wait.

He also suggests they spend the day. ”We have things to make, infamy to gain, and crew to obtain. Might as well spend one more day doing it and go out with the evening tide.”

He’ll help Ellie obtain more crew if the party agrees to stay in port one more shift.
Diplomacy to Aid: 1d20 + 0 ⇒ (9) + 0 = 9 vs DC 10 for no benefit

Sigh... figures. We've had no luck with crew in this town!


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Yea I'm going to just write Senghor off as a bad job haha. It's honestly kind of impressive that my 50% chance managed to fail four days in a row.

Dismayed at the utter lack of response she's gotten trying to recruit new crew, Ellie spends the fifth day gathering supplies for a pair of magical boots she wants and takes them to Veronica. "I'm beginning to see the value in 'cracking' Tidewater Rock. A big port like Senghor is... decidedly uninterested in a ship that, if you'll forgive me captain, nobody's heard of yet."


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

"Come now Ellie, you don't need to apologize - it's the truth! It hasn't been that long since we left Rickety's, and we haven't really made ourselves known anywhere else. I've been trying to boast about our achievements so far, but it has been pretty hit or miss as well. Still, I got the feeling word about our exploits is starting to get around. I'm sure we'll have better luck the next time we make port."

Hoping to make the best of their last day in port, Veronica buys some magical supplies as well for a couple of items she has in mind, and retires back to her quarters to focus on the first one.

I'll spend most of the day crafting a spellcraft amulet (Armillary Amulet)- that should be enough to ensure I can make 500 gp of progress a day on Mac's jacket or any other item we want made for now. DC for the amulet with fast crafting should be 20 (5 base +5 CL +5 Spellcraft requirement not met +5 fast crafting), which I can hit when taking 10. That should mean I can make 2000 gp of progress today and finish the 500gp that's left the next day as we're sailing.


The day
Having sold all the ships plunder Tucci spent the day at 'Blu's Barnacle.' Giffer introduced him to a few of the local sailors who like the idea of working with a ship that wouldn't attack hard working fishermen or deal in slavery. As he talked he realized the sailors were looking bored, and hoped he didn't screw up any good impression Tucci and Sandara had made.

Having spent the morning and early afternoon shopping, Ellie found Veronica hard at work crafting in the cabin on the 'Charm'. Who had also spent some time purchasing items and was crafting a lovely amulet, which, interestingly enough would improve her already proficient crafting abilities.

Mac meanwhile spent the last day in Senghor sharing the joy of Cayden, with any who would have a drink with him.

The evening
As the 'Charm's crew began to shuffle onto the ship, The officers noticed a few faces missing and some new faces instead. Sandara approached the upper deck, pointing towards the deck. "Pardon me Cap'n, some o' the rougher crew thought we was goin' too easy an' decided to join that there orc from Svard's crew. Tiffer, Samm's an' I took it upon ourselves to ask around an' find some like minded gentlemen o' fortune to sail with us. I 'ope that be ok."

Once the 'Charm's crew is loaded and the tide begins to go out, the order is given to leave port. Clearing the port the order, following her earlier discussion with the captain. Ellie gave the order to sail north-west, back to the 'Shackles' and the 'Rock.'

Later that night
A thick bank of fog has rolled in with the evening, reducing visibility to only a few yards and navigation to guesswork. From the gloom comes the dull clanking of a rusted ship’s bell somewhere nearby, echoing eerily in the fog. Suddenly, the hulk of a ship looms in the fog off the port bow. Its hull is rotten and stained black with age and rot. Before the mists swallow the ship once more, the ship’s name can momentarily be seen on its worm-eaten bow—Deathknell.

Just a reminder, I think a couple of you hit a 10, before, go ahead and try it a gain if you'd like :)

DC 10 Knowledge (local):
You recall tales of the ghost ship Deathknell, captained by the terrible Whalebone Pilk, who sails the Fever Sea in search of sailors to feed his ever-hungry crew and fuel his ghostly ship.
DC 15 Knowledge (local):
The stories say the Deathknell always stalks its prey for 2 nights before dragging them down into a watery hell on the third.


M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Knowledge DC 10 Untrained: 1d20 ⇒ 6

Brother MacLaren doesn't recall any details as the ghost ship appears mere yards away through the fog.

He casts Enlarge Person, preparing for battle.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Knowledge (local), untrained: 1d20 - 1 ⇒ (13) - 1 = 12

Ellie grips the ship's wheel, her knuckles white. "The Deathknell? Isn't that the ghost ship you lot were telling me about? Whalebone Pike or whatever his name was? I've been hearing sailor's stories for years, I didn't expect to actually see it!"


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Knowledge Local: 1d20 + 4 ⇒ (14) + 4 = 18

Tucci keeps his tongue in his head and tries to act casual...

Bluff: 1d20 + 0 ⇒ (12) + 0 = 12

Sense Motive DC 12:
Tucci is agitated and considerably. When you saw the ship the first time, it was no big deal to Tucci. Startling to be sure, but no more. Now he's quite fearful.
- - -

Tucci bides his time, but after an hour or so, he'll quietly gather the officers together where eavesdropping is harder (likely the captains quarters).

He leans in and keeps his voice low, "I didn't want to scare the troops, but the stories say the Deathknell always stalks its prey for two nights before dragging them down into a watery hell on the third."

"That was the second night." he says more loudly. "Oh, shoot."

He continues more quietly, "Can we make a port today? Or some other advantageous position? We're going to get attacked by that ship the next night we're on the seas."


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

"It's fine Sandara, don't worry." Veronica replies to the cleric as she reports the change in crew. "I'm thankful to you three for helping out and making sure we're not setting sail with a diminished crew."

She takes a quick look at the port with a bemused smile on her face "Too easy, huh? Let's see if they still think that if we find them at sea keeping up Svard's slave trade."

"Oh, and on the topic of crew changes..." Veronica signals to Tucci, Ellie and Mac to come closer. "Tucci, you've proven yourself to be quite a helpful and reliable companion, and you definitely know your way around a ship. How'd you like to be the ship's boatswain? We've lost ours when Melli left back at Rickety's, and I'm sure you can keep things running smoothly aboard the ship."

-----
Knowledge (Local): 1d20 + 4 ⇒ (10) + 4 = 14

Sense Motive: 1d20 - 2 ⇒ (9) - 2 = 7

The sight of the rotted hull and the ship's nameplate catches Veronica by surprise - she didn't give much mind to her previous encounter, figuring any parallels between the ship they saw and the ghost ship from the tales merely coincidence. Seeing it up close, however, made it much more difficult to ignore.

"Yes, Ellie, that's the one." Veronica does her best to not let her surprise and apprehension at the ghostly apparition get through her face. "The encounter with the mysterious ship a few days back had already made the crew uneasy - this one didn't let any room for doubts as to the ship's identity.

Following Tucci's suggestion to discuss the situation in her quarters, and listens closely to the extra details from the stories about the ship that were unkown to her.

"I understand your worry, Tucci, but I'm split on going back to port. If the stories are indeed true, we're going to be attacked the next time we sail the Fever Sea. We either stop sailing, or we'll have to face theDeathknell eventually. But what worries me the most in going back to port" She looks worriedly over the officers, knowing the seriousness of what she's about to say "Is that we won't have a crew to sail back out. The crew will have reached the same conclusion, that the Charm has been targeted by the Deathknell. Do you think they would be willing to keep sailing with us? Would we be able to recruit anyone else with that reputation? But at the same time, I don't want to force them to keep sailing with us if they'd rather leave."


M Human Cleric 5/Brk2 | HP 52/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

"Think what it would do for our reputations, Veronica, to be the ones to put the Deathknell to rest!"


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Veronica can't help but grin at Mac's comment. "Heh, trust me, I'd be charging after that ghost ship right now if it was just me. I'd much rather fight it than run away in fear. You know that's not my style - I'm the one our enemies should fear, not the other way around, be they ghost pirates or not!"

"Having the rest of the crew lives on the line complicates it, though, especially if they see going after the Deathknell as a suicide mission."


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Earlier…

Veronica Blackblade wrote:
"Oh, and on the topic of crew changes..." Veronica signals to Tucci, Ellie and Mac to come closer. "Tucci, you've proven yourself to be quite a helpful and reliable companion, and you definitely know your way around a ship. How'd you like to be the ship's boatswain? We've lost ours when Melli left back at Rickety's, and I'm sure you can keep things running smoothly aboard the ship."

Tucci is quite a moment, and you can’t quite tell what he’s feeling - but it’s clear after that moment that it was just shock. The blood rushes back into his face and a grin grows from ear to ear. ”Boatswain?! Really?! I’d be honored Captain! Consider the job done!” He grows very excited indeed, though a small part of his mind warns it will be no easy task. Never the less, he’s eager to prove himself.

Now…

Veronica Blackblade wrote:
"I understand your worry, Tucci, but I'm split on going back to port. If the stories are indeed true, we're going to be attacked the next time we sail the Fever Sea. We either stop sailing, or we'll have to face the Deathknell eventually. But what worries me the most in going back to port" She looks worriedly over the officers, knowing the seriousness of what she's about to say "Is that we won't have a crew to sail back out. The crew will have reached the same conclusion, that the Charm has been targeted by the Deathknell. Do you think they would be willing to keep sailing with us? Would we be able to recruit anyone else with that reputation? But at the same time, I don't want to force them to keep sailing with us if they'd rather leave."

”Oh, I hadn’t thought of that. Good call, must be why you’re the captain.” He thinks a minute or two.

Brother MacLaren wrote:
"Think what it would do for our reputations, Veronica, to be the ones to put the Deathknell to rest!"

”Yeah!” he nods vigorously, ”There’s that, and after all the crew signed up for adventure didn’t they? I mean, I know I did. And this is certainly that! OK then, is there a bit of water within our reach this day that might give us advantage over a ship that sails with no wind?”

He pours over the charts, looking for something nearby that would help them in battle, or give them a place to limp to after the fight assuming they’ll be needing some dock time.

Knowledge Geography: 1d20 + 4 ⇒ (7) + 4 = 11
Profession Sailor: 1d20 + 11 ⇒ (4) + 11 = 15


Hmmm, ghost ships on the horizon, we better level up :)

Seeing the ghost ship appear out of the fog, the crew also remember seeing the same ship just a few evenings before. They begin to murmur and point, many appear relieved as Mac enlarges and moves to the gunwale ready to defend them from the apparition. As the ship is swallowed by the fog and the sound of the dull clanking of the bell could no longer be heard, the crew nervously return to their duties.

After an hour the officers proceed to the meeting room in the captains quarters, Ambrose follows along with a coffee pot, ready to serve anyone that needs a pick-me-up. As the officers speak he chimes in. "It's miskin a tewthree days since we saw the ship the fust toyme, maybe the storoys am wrong? Aither woy, i'll goo tell the croo abart tucci's promotion, we'll plan a celebration. it moight help tek the crews mind off of the ghost ship." Nodding to the captain, the cook heads to the deck.

As the sun rises burning off the mist, a beautiful warm day is revealed and the horrors from the night before become a forgotten nightmare. The Charm' follows her north by northwest heading towards 'Tidewater Rock', just after the third bell of the afternoon watch, a shout comes from the Crows nest. "Cap'n, a caravel to the north, bearin' a 'eadin' east by northeast."

Perception DC 10 (with a looking glass):
The ship is a three masted caravel flying a Chelish flag, it's heading appears to be towards Bloodcove.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci likes the idea of a celebration, whatever the reason. He grins excitedly.

He has but one day remaining to finish Kasin’s ‘fetch’ training. So they’re working together below decks when the ”Sail ho!” comes reverberating through. He quickly scrambles onto Kasin and onto the deck.

Damn! I forgot to buy a spyglass! He shrugs at his failure, and promises to fix it at the next port of call. He scans the horizon, trying to see anything useful with his bare eyes and failing.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Night before, officer's meeting

Veronica smiles at Tucci's enthusiasm. "Heh, I hope there's more among the crew sharing your enthusiasm. They did sign up knowing I wanted to keep building on my grandmother's legend - just as she made the seas safer when she took down the Voice of the Storm, we'll be the one to bring down the Deathknell!

Veronica looks down at her cutlass for a moment.

Speaking of the Voice, I wonder how Tempest and Melli are doing. If they were here, I'm sure they'd be jumping at the chance to take the ghost ship down as well

-----

Veronica does her best to put the finishing touches on the necklace she's been working on whenever she can spare a bit of time from her work around the ship.

As the call comes from the crow's nest about another possible target, she quickly grabs for the spyglass to see what they are.

Perception(spyglass,take 10): 10 + 5 = 15

"It's a Chelish caravel, heading for Bloodcove. Should have some decent loot aboard if they're going there to trade, I say we chase them down.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Tucci bellows at the crew to get underway. He watches as they leap to it and ensures all is going smoothly before he reports to the helm for further instructions.

I auto succeed at aid for the profession sailor checks, so +4 to the helm for the pursuit.

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