GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 2, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map


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Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci helps MacLaren bury the dead at sea. The others seem to find all that is there to be found, and he's pleased. A bit of plunder, a few items for the officers, and they can complete their task with the Calistrians.

"A job well done and that's a fact!" he cries gladly.

He agrees with the Captains orders. Once the loot is loaded, Tucci makes haste for Quent.

Profession Sailor: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29 (navigating)

Will we reach Quent before morning? If so, Tucci suggests they delay a little. He'd like to be prepared before facing the Calistrians again, in case something goes wrong. He doesn't distrust them, just being careful.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"Good eyes, Veronica! Yes, let's take this back and then see where we are with our next tasks."

Brother MacLaren will offer any additional healing needed.
@Tucci, I think the GM had a different tracker for HP than you did. He had you at -15 and Kasin at -13, and then I just healed for 12. Was his tracker correct?

Channel 3 of 4: 3d6 ⇒ (5, 1, 1) = 7


Brother MacLaren wrote:
@Tucci, I think the GM had a different tracker for HP than you did. He had you at -15 and Kasin at -13, and then I just healed for 12. Was his tracker correct?

I was trying to reflect what Tucci had posted due to losing track myself. Either way, with your healing and a good night's rest he should be full.

much earlier
As MacLaren properly prepared the bodies of the Wreckers and said a quick prayer over them, the watching crew nodded approving. Even unknown pirates deserved a few words spoken over them.

a little earlier
Once they landed at the Palisade, Veronica having been there previously, was able to get things moving quickly. Pointing out what to take, she and the other officers searched the camp for the statue. Mac was able to find Vakarla's personal sea chest buried under her bed. Then having gone for a drink to quench his thirst. Sipping the flammable liquid, he realized the brew had been made by an alchemist instead of a brewer. It's taste was more similar to what one would think alchemical fire should taste like instead of something made from sugarcane.

Inspired by the 'treasure' in Vakarla's chest, Veronica notices the 'empty' barrel's lid slightly ajar and locates the golden idol. Having found the 'real' treasure, Veronica sends the idol to the ship and the officers oversee the loading of the plunder.

Having gotten loaded by dusk, Tucci orders the 'Charm' to set sail. As they pass by the southern Island, the leaky lugger can be seen just off the beach. Apparently, the battered ship, no longer seaworthy and only good for bait, had listed and began to sink, forcing the 'wreckers' aboard to swim for the southern island. Probably scarred for their lives, now hiding in the jungle.

Now
Having sailed through the night and into the Afternoon watch, the 'Charm' finally arrives at Quent. Ambrose approaches and asks, "Cap'n, do ye want me to go ahead an' pay the crew fer shore-leave an' 'ave the sub-officers start sellin' plunder. Or should we wait until ye return from meetin' with ye know who?"

I was just going to make a couple assumptions and narrate you going to the temple. But it felt like I was taking away player autonomy. Go ahead and decide if your giving shore leave and selling plunder that sort of thing and the setup for going to the temple.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"As much as I think the crew deserves to get their pay and relax, it's probably best if we wait until we're done with our meetings - just in case we need to act fast on what we're told. I hope not, but I'd rather not have to cut their shore leave short because of that."


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"Captain," MacLaren says, "I would ask to give them their rum rations from our best barrels, to commemorate our victory and as a promise of shore leave to come.
They have been working hard for a while now."

It's not a big difference to the party's wealth, but an action like that can make a difference in crew morale.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

"Sure, that's fine. We should be careful before letting the crew run off. But they deserve a break too - hopefully we can give it to them."

Tucci follows along.


Having decided to keep the ship ready to sail, Veronica and her officers ask Ambrose to break out the 'good Rum' while they headed into Quent. Meanwhile Owlbear loads the barrel containing the 'Golden Vespa' onto the ships boat and selects three other rowers to wait with him at the docks, while the senior officers went into to town.

After a short boat ride, taking the small barrel with them, they headed to the 'House of Stolen Kisses.' The scantily clad acolytes, recognizing them, quickly escort them through the sensually decorated corridors to the chambers of the temple’s high priestess. As they sit down, Dindreann soon joins them, looking at each of the officers, her eyes finally resting on the 'barrel'. She smiles, waiving to one of the acolytes, "Bring refreshments." Sitting down herself in one of the overstuffed chairs, her smile widens, "May I assume you've retrieved our Golden Vespa?" She gestures nonchalantly, "Please, do tell us the story."


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M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren sips his ale.
"As was our agreement, Dindreann, we found the wreckers, enacted your goddess’s revenge upon them, and recovered the Golden Vespal. I didn't realize you wanted a story as well."

"Hmm."
He swirls the ale in his tankard and leans forward, elbows on his knees.

"Okay, then. In the course of our investigation, after extensive digging, we finally got a lead on where the wreckers operated. They operated from a hidden island base southeast of the Rampore Isles. These wreckers were quite cunning and used illusion magic, causing us to run aground on a reef. None of us saw through the magic until it was too late.
Four raging berserkers boarded our ship, while their leader, a half-orc wizard named Vakarla, bombarded us with spells from the air, taking the Captain out of the fight with powerful magic."

He turns to Veronica. "My apologies, Captain. You'll have a more prominent role in the tavern version. But for Dindreann, no embellishment."
Any Bluff check I could make to fudge the truth, a high-level priestess of Calistria would beat with Sense Motive.

"As I said, they had a solid plan, very tactical and well-executed. It was looking quite grim. The Captain disabled, Tucci down and bleeding, the crew nearly overwhelmed by the wreckers, and the wizard blinding me with magical rays of light.
But what can I say? The Lucky Drunk was with me."

He raises his tankard in a toast to Cayden Cailean and takes a swig.
"We rallied. I helped clear the deck of Wreckers, then tracked down and finished the wizard. She fought tenaciously, defiant to the end, and now is dead, along with her greatest warriors. Some of the sorry remnants of her crew may still be on those islands if you wish to go investigate.

We found the Vespal. Here it is."

He opens the barrel.

"So. We seek a lead on the Chelish spies."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci nestles into the comfortable chair and listens to the priests fine story. He'll add that their captain rallied, and was involved in the slaying of the opposing captain, in case that wasn't clear.

Still, he murmurs, "Good telling MacLaren!"

He watches the Calistrians, and measures their response, in as much as he can anyway.

Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17 Trying to determine if they lie in their response.


Sadly the AP does not give a 'character sheet' for Dindreann, so we will assume she is unreadable.

Smiling as Mac tells the story, the high priestess looks from officer to officer but does not interrupt the story. As Mac opens the barrel and asks about the Chelish spies, her smile widens. She waives at the acolyte which had acter as a server, the nearly naked young man moves forwards and picks the barrel up and moves out the other door she'd entered.

Turning to look at Tucci as he comments to his fellow officer 'good telling'' she notices him watching her. She makes eye contact with the halfling, watching him as he watches her. Tilting her head to the left slightly, slowly batting her eyes but never taking her sultry stare from his. Slowly licking her lips, raising her head she eventually turns away. She looks to Veronica, saying. "One of the temple’s patrons, a half-elf scrimshander in Drenchport named Jaymiss Keft, claimed to have knowledge of a spy operating in the Shackles. You should seek him out to learn the name of this spy."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci nods, but waits for his captain to reply before departing.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:
Mac wrote:

He turns to Veronica. "My apologies, Captain. You'll have a more prominent role in the tavern version. But for Dindreann, no embellishment."

Veronica nods at Mac's words, doing her best to mask her wounded pride about her role (or lack thereof) in the battle, and letting the cleric continue his tale. As much as the truth annoys her, she agrees that honesty is the best option here.

---

Veronica nods along with Tucci at the priestess' reply.

"Thank you for the information, Dindreann. I hope that proves enough to find him, and that whatever he tells us manages to lead us to ghe Chellish spies. We'll be on our way."

Veronica looks at Mac and Tucci in case there's anything more they want to say or ask before leaving.

---

"Mac, think you can cast a Sending to Captain Fairwind, tell her what we learned, see if she wants to meet us in person?" she asks the cleric as ghey leave the temple. "I'd like to get an idea about her sense of urgency on this spy matter, but I'd like to see if the crew gets their much deserved rest before we head for Drenchport. Plus we have all that plunder to unload as well."


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"No problem, Veronica."

He casts Sending to Captain Fairwind.

Dindreann reports contact in Drenchport may know of Chelish spy. Pursue lead immediately or meet with you? If latter, where and when?


Quick to answer the sending, Tessa resounds, "No meetings until you've proof, better to not be seen together. Behave normally, unless you are being followed, no reason to raise suspicions needlessly.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"She says we should act natural, Captain, and no meetings until we have proof.
I think acting normally means giving the crew their shore leave, selling our plunder, and then heading to Drenchport afterwards."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

When MacLaren says they're going to sell plunder and stay in port a day or two - Tucci cheers. "All right!" he says excitedly thinking of all the things he needs.

I'm ready to do a divvy, but please check the tracking sheet. There are a few scrolls and the like which I've marked to sell that we might want to keep if someone can use 'em. Let me know when you've both checked the sheet and I'll do a divvy so we can buy some gear.

If no one says no, Tucci will take the mithral jewel encrusted dagger. He uses a dagger as a backup weapon, and this one sparkles!


As the officers walk back to the docks, they speak with the dock master long enough to arrange docking to unload their plunder. When they arrive on ship, Haneilius Fitch is waiting for them, once he heard the order to dock, he smiled, moving towards the Officers. "I'm pleased that you decided to dock in Quent it's a fine place for me to settle down." He gestures towards the dock. "When we arrive, I'll take my portion of the gold bars and leave." 50% of the plunder from the wreck is 9 plunder

Hearing he order to dock Ambrose had Owlbear fetch the pay chest to portion out the pay. Telling the captain, "I'll see that their crew'll get paid a'fore they go on shore leave, will a week give us enough time to sell the booty an' resupply?" Once again the sub-officers volunteer to deal with selling the plunder and Ambrose will deal with resupplying.

If seven days is too long, just tell Ambrose how many. Remember if you want to purchase magical items you will have to order them. Also, you can try to hire crew or build infamy or sell plunder at a potential higher value than the sub-officers.


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Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci, not being very good at telling stories (he tends to jump to the end in his excitement) tries instead to sell plunder and tries to obtain a few crew members during the week.

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 20 for no crew
Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20 vs DC 20 for Crew: 1d4 + 2 ⇒ (2) + 2 = 4

Profession Merchant: 1d20 + 8 ⇒ (11) + 8 = 19
Profession Merchant: 1d20 + 8 ⇒ (20) + 8 = 28
Profession Merchant: 1d20 + 8 ⇒ (7) + 8 = 15
Profession Merchant: 1d20 + 8 ⇒ (11) + 8 = 19
Profession Merchant: 1d20 + 8 ⇒ (11) + 8 = 19

There are 15 more plunder to be unloaded if anyone else wants to try. I’m putting plunder cash into our ship improvement/purchase fund unless folks want to do something different.

Party Divvy!
Each of us receive 16,048gp in assorted wealth.

Tucci approaches his captain as he doles out the wealth.

”Say, Veronica, could you make something for me? I want a Runestone of Power (2nd) (8,000gp) to give to Eric. I’ll get heroism like you guys, and he’ll get a little spell flexibility. Seems a fair trade - if you can make it for me.” He gives her the 4kgp if she agrees to the commission.

Additionally he’ll buy a few things from the locals if he can.
Scroll of Lesser Restoration (200gp) x2
Scroll of Quench (525gp)
Scroll of Plant Growth (525gp)

Mithral Breastplate (+6 AC, +5 maxdex, -1 ACP) (4,200gp)

Rod of Extend Lesser (3,000gp)

Aegis of Recovery (1,500gp)

Total spent, 14,150gp, net income 1,898gp


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M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren takes one day to brew some potions.
Brewing a potion takes 2 hours if the cost is 250 gp or less, so he will brew four.

Enlarge Person (2) - 25 gp each, for 50 gp
Remove Fear - 25 gp
Delay Poison - 150 gp
Total: 225 gp

He subtly gives Veronica the Enlarge Person and Remove Fear potions.
"Any of these could be useful for you, Captain. Now I hope we don't run into a fear effect again, but if we do, drink this. It is literally courage in a bottle. Pretty much whiskey with a little magical touch."

He finds some local Caydenites and, swapping drinks and tales, learns of one who knows the secret of crafting Stagger-Proof Boots. He pays this priest 2,000 GP to make this wonderful Caydenite item for him.

He spends 1,000 GP on a new bangle for Lady Smythee.

The rest of the gold he keeps.
Old total: 14 GP
Gained: +16,048
Spent: -3,225
New total: 12,837

Say that is another day shopping, so 2 days gone.

He spends two days selling plunder.
Diplomacy: 1d20 + 16 ⇒ (15) + 16 = 31
Diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30

And three days recruiting crew. The first two days do not go well, for some reason.
Diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17
Diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17
Diplomacy: 1d20 + 16 ⇒ (13) + 16 = 29 Crew: 1d4 + 2 ⇒ (1) + 2 = 3


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Figuring their exploits are famous enough already around here, and wishing to avoid telling the tale about their most recent battle for obvious reasons, Veronica instead follows Tucci towards the market - she figures it's time for a new armor, and there's plenty of things she wants to build - best to get the materials now, and hope she has the time to get it done as they travel.

"Seems like a nice idea, Tucci." she nods at the halfling's request. "I'll start work on it as soon as I get some supplies. But I have a request of my own as well: think you can make a wand of protection from evil for me? I've been going over our most recent battles, and I'm trying to come up with ways to avoid stuff like what that tentacled thing did to Eric, and what the wrecker wizard did to me. Seems like a pretty decent option against the first type." If he agrees, she hands him 375 gp back.

Noticing Tucci interested in a new armor as well, she gives him her thoughts on the options.

"Heh, seems like we had the same idea on our armor." she says with a smile. "But I'll see if I can get mine enchanted afterwards - with magic that lets me cast a spell on it for later use. Might want to consider it as well, I'll be happy to cast on yours as well if you want."
Vampiric Touch fits the requirements - lets you damage whatever hit you and get your health back!

- Spell-Storing Mithral Breastplate (+6 AC, +5 maxdex, -1 ACP) (5,200gp)
- A gold and sapphire ring worth 500 gp

She also makes sure to gather enough materials for her crafting plans, including finding a craftsman able to create a replica of a mythical instrument she heard about in an old pirate's tale once. She might not know much about musical instruments, but felt confident she would be able to enchant it properly afterwards. Eric had been doing a great job so far, especially given Mac's account of the last fight, and Veronica felt he deserved something nice as well.

Took a lot of time deciding on priorities for item crafting. Fully intend to follow up on Mac's suggestion for a set of talismans, but figured I'd best use our time to get the big stuff out of the way, and I like that if fits nicely as a gift for Eric.

---

Back on the ship, Veronica thanks Mac for the potions, letting out a stressed chuckle at the "liquid courage" comment. "Thanks Mac, I appreciate it. I'll keep it in mind if we're ever in a similar situation again. Let that be the last time I abandon you all due to a lack of will on my part. I have a few other things in mind to try and avoid that kind of thing, but there's no such thing as too much magic when it comes to protecting yourself."

Will spend the first four days speed-crafting the runestone, and the next three on the Three Reasons to Live (leaving it at 6000/9000). Will get it done in two days if we're traveling.

Minimum CL for a 2nd level runestone is 3, so DC is set to 5+3+5+5=18 (don't meet one of the requirements, speed crafting)

Spellcraft: 1d20 + 19 ⇒ (6) + 19 = 25

With the additional time afforded by her ring, Veronica also takes the time to expand her magical knowledge during the week, scribing some additional useful spells into her spellbook and going over Vakarla's and Milksop's.

Knowledge pool means I can use my Arcane Pool to prepare spells not in my spellbook, which I can then scribe into it. Scribing Tactical Adaptation (90gp) and Defending Bone (40gp) for now, but I'm welcome for more suggestions.

On the day before heading out, assuming the armor is done by then, Veronica will prepare and cast Vampiric Touch on it.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci loves the idea of vampiric touch on his armor and immediately plunks down the extra 1,000gp to make it happen. "Money well spent captain, thanks for the idea!"

He'll also collect what's needed for the wand crafting, though he won't be able to start it until they depart.

When he receives the runestone from Veronica, he bestows it on Eric. "I figure this way you can give me the heroism, and maybe pick up some other spell too - for the fun of it!" he grins.


Doling out the wealth so officers could be about town, Tucci visits some shops ordering a few scrolls and other magical items. After placing his orders, he spends a couple days talking four sailors into joining the crew. Then he spends five days helping his officers sell some of the plunder bringing in 4,600 gp.

After collecting his portion Mac, spent some time brewing potions and swapping drinks and tales with his fellow Caydenites. Later in the week he spends a couple days selling plunder for 2,200 gp. Then also spending three days, being very selective, and picking three crew members.

One the first day in port Captain Veronica goes on a shopping spree with Eric in tow. Ordering magical items and purchasing mundane items for her to use as she crafts items as well. Spending most of her time on the ship crafting items she will be of great value to her and her crew.

Concerned about the Captain, Ambrose, between getting supplies, checks on her regularly letting the other sub-officers aid Tucci and Mac in selling the plunder. Once the seven days are up, the crew begins to return to the 'Charm' Most of them in good shape, a few showing signs of a little 'rough and tumble' and even a couple still unconscious being dragged by their fellow sailors. Before dawn the 'Charm' is ready to sail to Drenchport, the most northeasterly point of the Shackles.

After two days of sailing towards the Eye of Abendego the Charm' nears city of Drenchport is on Tempest Cay Where the half-elf scrimshander Jaymiss Keft, is said to create and sell his art.

The sub-officers have sold 11.5 plunder for 11,500 gp. totaling 18.5 being sold for 18,300‬ gp. leaving 2 plunder. Mac and Tucci added 7 crew, making the total of unnamed crew 78.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Crafting: Spellcraft vs DC 20: 1d20 + 19 ⇒ (9) + 19 = 28

Veronica looks worriedly both at the coming storm as they near Drenchport.

I guess that's to be expected, with a town this close to the Eye. Still, best not to linger too long. The sooner we get to calmer waters, the better.

She signals for Eric to join her, Tucci and Mac as they dock.

"Unless anyone has a better idea, I say we start looking for him at the tavern and take it from there. Careful, though - the tavern here doesn't have the best reputation. Probably best if we stay as little as possible. And that we try to have our talk with Keft either here at the ship, or another place that's safer from unwelcome ears. And on that note, here" She hands each one a mug of mead. "Figured I might as well start making proper use of this magic. Should boost our senses for a decent while."

Tears to Wine, might as well have it available to the rest of the crew as well. Lasts 70 minutes/3 encounters.

As they're leaving the ship, Veronica calls Eric aside and gifts him with the instrument she's been working on.

"Eric, here. You've done a great job so far, and Mac told me you fought valiantly against those wreckers. I figured you deserved something nice as well." Veronica smiles as she sees the surprise in her brother's face as he examines the magical horn. "It's not the original one, but I figure it should work just as well."

Prepared Spells:

Prepared Spells (CL 7; (5/5/4/2/0/0/0), concentration +11)
3rd (2/day)- Haste x2
2nd (4/day)- Mirror Image, Glitterdust, Bladed Dash, Defending Bone
1st (5/day)- Shield, Blade Tutor Spirit, Rime Frostbite x2, Deivon's Parry
0th (at will)- Daze; Brand; Detect Magic; Ghost Sound; Dancing Lights

Before leaving the ship, Veronica uses the magic of Besmara's Bones and casts Defending Bone on a Sahuagin skull she got back in Quent, having it hover as if hanging from her belt.

False Life: 1d10 + 5 ⇒ (9) + 5 = 14

Effects: Tears to Wine (3 encounters), Heroism (1 full dungeon), Defending Bone (5 DR/bludgeoning) (1 full dungeon), False Life (+14 HP) (1 full dungeon)


Male Human HP 33 ; AC 21, TAC 15, FFAC 17 | F:+5 , R:+11, W+7 | Init +4; Perception +12| Spells: 1st: 5/5 2nd: 0/4 |Active: Tears to Wine, Heroism

"Thanks, V. I'll start practicing when we get back to the ship. I'll put it to good use, don't worry."

As for preparations, Eric casts Heroism on the group before they head out. Extended to 100 minutes/ 1 whole dungeon, or 50 mins/3 encounters. Can only extend 3 castings with my rod, but if Tucci lends me one use of his, we can have it extended on everyone.

Buffs: Tears to Wine (3 encounters), Heroism (1 full dungeon)


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren prays for the following spells:

0: Guidance, Stabilize, Create Water, Light
1: Divine Favor, Shield of Faith, Protection from Evil, Liberating Command, Remove Fear, Extended Enlarge Person (D)
2: CMW, Instant Weapon, Suppress Charms and Compulsions, Aid, Bull's Strength (D)
3: Invisibility Purge, Daylight, Communal Resist Energy, Extended Fly (D)
4: Sending, Dimension Door (D)

The CMW is distilled into a draught and poured into his Sipping Jacket.

Last Call holds the following draughts:
Shield of Faith
Extended Enlarge Person
Bull's Strength
Extended Fly
And, of course, some ale.

He uses 2 points of his Brew Reservoir for Extends on the draughts he prepares, and has 3 points left for casting spells.

He does not cast anything before going ashore.

"Lead on, Captain. To the tavern!"


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45; AC: 21, tch 14, flat 19
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Tears to Wine (3, +2 int/wis checks), Heroism (full), Shared Training (full, Outflank)
Kasin Conditions = Focus: Bull (+2str), Smite (sw, 1/1d, +6dam), Tears to Wine (3, +2 int/wis checks), Magic Fang (+1, full)
Weapon Equipped = None
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (1/3, life bubble, resist energy communal, shared training)
Spell Storing Armor (Vampiric Touch)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

On the second day, Tucci offers up the wand of protection from evil to Veronica. ”Easy! Let me know if you want anything else,” he grins.

That day, Tucci totally offers his rod to Eric for an extended heroism. ”Thanks Eric!” he also drinks the draught Veronica offers, getting Kasin to slop it up as well, though the rodent doesn’t like it as much.

He’ll cast Magic Fang Greater (+1 bite, full dungeon) on Kasin. He’ll use his rod of extend for a casting of Shared Training (MacLaren & Veronica, full dungeon, Outflank).

He considers other spells, but holds off for now as he joins the officers to the tavern.


As the officers get ready to go ashore, Owlbear lowers down the ships boats and selects four sailors to row the oars. Easily docking the boat, Owlbear and his small crew break out fishing rods hoping to catch something as they wait for the officers to return.

The Drowned Dwarf is not hard to find and a quick inquiry It's literally a DC 10 diplomacy within reveals Jaymiss is well known in Drenchport
both as an expert scrimshaw carver and a shameless rumormonger. The gray-haired old half elf spends most of his time by the fire in the Carvers’ Hall, a communal building where Drenchport’s scrimshanders work together on larger projects and sell their finished works.

Leaving the 'Drowned Dwarf' following the directions to the'Carvers' Hall is not difficult. As you enter the building, several of those working on pieces look up. But there is only one gray-haired half elf warming himself by the fire. As you move near him, he looks up, lowers the ivory tooth he's carving on and asks, "May I help you?"


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"Jaymiss Keft? I am Brother MacLaren, quartermaster of the Charm. We have a proposition for you. One best discussed on our ship.
I swear to you by the Lucky Drunk that if you come with us you will not be taken captive, nor be harmed. We simply wish to talk."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci's a little surprised by the offer to meet on the ship, but sure, it would be more convenient. "We'll even throw in lunch!" he offers to sweeten the deal.

Diplomacy: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 (heroism) vs DC 10 to aid providing +4


Shaking his head indifferently, "I'm not going to anyone's ship. I'm a scrimshander and I've already had lunch. This is a Carvers' Hall, if you don't want to purchase any carvings or take up carving yourself, you might want to go elsewhere."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci shrugs, disbelieving that anyone would give up a chance at food. After all, they have a very fine chef!

He eyes the man's wares.

Profession Merchant: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

He picks out a particularly nice piece - something he might wear around his neck - and asks what it goes for, in the current market.


small piece for Halflings neck: 2d10 ⇒ (8, 8) = 16

Watching Tucci Select a piece about the size of the halflings thumb, Jaymill points his knife at the intricately carving of a kraken wrapped around a three masted ship, the half elf smiles, "That's a nice piece, it goes for sixteen gold."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Of course, we do understand your time is precious, and I'm willing to pay for taking you away from your work. But as my quartermaster implied, it's a private matter best discussed aboard the ship."

Veronica takes out 5gp from her pouch and holds them up in her hand. "As a show of good faith, I'll pay you 5 gold pieces upfront for just agreeing to follow us back, and promise to pay you 15 more gold pieces after we talk."

Diplomacy(Heroism): 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci forks over the 16gp and, smiling, takes the kraken token. "This is very nice work." he says as he puts it around his neck.


Smiling Jaymill collects the sixteen gold pieces and hands the scrimshaw over to Tucci. Raising an eyebrow at Veronica, he asks. "You're offering me twenty gold pieces to discuss a private matter?"

He points to a door in the southeastern corner. "There is a private display room in the corner. We can pick up a pint at the bar and speak there." Shaking his head. "But I'm not going aboard a boat with a captain and crew I don't know. If you want to talk in private, we can talk there."

He extends his hand for Veronica's five gold coins.

The scrimshaw is fine enough work that it would make a nice magical item


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"So you're calling me a liar, an oathbreaker, and a blasphemer?"

Brother MacLaren's voice is icy cold, and his hand strays to his sword.

"You're lucky the Captain needs you alive.
Sorry Captain, I can't remain in his presence after an insult like that. And I don't think you want me killing him."

He turns and walks out of the Carver's Hall, back to the Charm.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica nods at Mac. "I understand, we'll see you back at the ship when we're done here."

Looking back to Jaymiss and handing over the coins, she gestures towards the display room. "Let's go then. Don't want to take more of your time than needed."

After making sure the door is closed, Veronica follows up with the actual reason they wanted to se the half-elf.

"We're actually here for information, rather than your scrimshaw work. We've heard rumours that Chelish is plotting to try and take the Shackles, and heard from a reliable source that you might have knowledge of Chelish spies operating here, which we want you to share with us. Hence the need for secrecy - it's mainly for your sake. We're asking you to expose an enemy nation's spy, which might invite retaliation if they learn about it."

She looks at the man, waiting for an answer, as she starts digging for the rest of the payment from her pouch.


Shfiting his his chair as the Human reaches for his blade, Jaymill raises his eyebrows as he man storms off. Looking questioningly towards the apparent captain he accepts the money as he stands, not saying a word about what just transpired.

As they move into the viewing room, Jaymill sets his knife and the carving he'd been working on and takes a seat. Smiling wider as Veronica explains. once she pauses, "A chelish spy? Is that what he was up to? I knew it was something." His smile widens, "Oh don't worry about MY safety, I've told everyone who'd listen about ol' Pike, nobody would believe me, but I knew he was up to something. See Haddon Pike, is a beachcomber, fisherman, and occasional smuggler. The thing is, many of Haddon’s supposed smuggling trips down south in a hired boat don’t actually involve moving goods. I know the black market in Drenchport pretty well, and I noticed that Haddon seldom buys or sells any contraband goods before or after these trips." He smirks, "I figured he must be selling something other than contraband like information and 'The Master of Gales' is a pretty important person, I thought maybe someone would want information about him." Jaymill nods a very satisfying nod.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci watches MacLaren storm off, and wonders what to do. He wouldn't go on board a random ship on the oath of one man, but he understands the offense Mac feels. Still, he stays with his captain, not wanting to leave her alone with the half-elf - though he looks harmless enough.

"So Pike's the spy huh? Cool! Does he work with anyone around here more than usual? Like maybe a handler?"

He asks the question, though he's fingering the scrimshaw ship. Nice work! He wonders what he could make out of it...

"Oh!" He thinks out loud, "Where is the Master of Gales? Why do you think they're connected?"


Still smiling like a buffoon, Jaymill responds, "Sure sounds like a spy to me, especially with you all searching for one. But a handler? I've not seen him with anyone but his moron sidekick Corlan." Pausing he rubs his chin, "I'd bet his handler is wherever he's going on his 'smuggler runs'."

When Tucci asks about where the Master of Gales is, Jaymill shrugs his shoulders. "Probably on his ship the Kraken. Connected? He's a member of pirate council, Lord of Drenchport. If there was someone worth spying on here, it would be him."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Makes sense, I guess. Keeping the Pirate Council under watch seems like a smart move if they really are planning something big. They are probably trying to keep tabs on the other Pirate Lords as well."

"So, say you want to find out who Pike is dealing with. What would you do? You said he heads down south on these "smuggling" runs, do you have any idea where? If not, think there's any way we could find out when he's leaving next, and on what ship?"

"And anything you can tell us that would be useful in actually dealing with the guy would be welcome, of course. If we can't just tail him to his contact, we might need to... persuade him towards telling us what he knows."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci nods along with his captain, Great questions! he thinks, and nearly blurts out loud.

He'll add, "Also, what can you tell us about Corlan, the sidekick? Is he tough, if stupid?"


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Contemplating Veronica's questions, Jaymill nods sagely, or tries to, but he looks more like a big-headed doll with a loose neck. "If I were trying to find out what Pike was up to, Hmmmm." He rests his hand on his chin, "That's a good question." He furrows his brow, then looking up he smiles. "I'd get him drunk! I bet he can't hold his liquor and he'd tell me everything."

Shaking his head at her next question. "I've no idea where he was going or when he'll leave next, he didn't seem to really follow a schedule or use any particular ship. Most that dock here don't announce where their headed and no one keeps records." When she adds they may need to persuade him, he shrugs, "One has to do what one must."

Looking to Tucci, he shakes his head, "Nothin' special about Corlan, just your usual big beaked tengu sailor, Pike says he keeps an apartment in Hell Harbor's rookery."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci figures they've learned what they can, but he waits to see if Veronica has any further questions.

The man is quite the gossip!

Oh wait!

"Oh, wait! Where does Pike do his drinking? Where can we find him?"


Smiling wide again, Jaymill answers, "Well that's easy, he drinks at the Drowned Dwarf like most. But it would be way to early for that."

He points back towards the dock, " You'll find him at home. Head back to the docks and follow the bay east, up around the large volcanic rock that looks like a boondoggle. On the other side is a rocky beach with ten or so cabins, he's got a small driftwood cottage. It's the fourth one, can't miss it. The east side is made from the planks of a Tian junk, all painted red."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Thanks for the information. We'll be paying Pike a visit then." Veronica nods at the half-elf and hands over the rest of the coins.

"You might want to consider keeping what we told you to yourself for now, though. It's one thing to comment on Pike's unusual business, but blabbering about a Chelish plot will just make you a target. And" She gestures towards the pile of coins"I doubt those Chelish bastards are going to take such a nice approach to learn what you know."

"Plus it would make our job harder if they found out we're looking into them. I'm sure you'd like to avoid annoying such generous customers."

After leaving the Carvers' Hall, Veronica heads back to pick up Mac Flying back, if it fits better than going back and forth on the boat.

"Well, we got a name and an address for a guy who is probably passing along information to Cheliax. I'm thinking of paying him a visit next, and came to see if you want to tag along as well. Plus..." She gives the cleric a meaningful look. "Jaymiss thinks the easiest way to get anything out of the guy is to get him drunk - seems like a good idea to me, but I'm not sure if there's any line you'd rather don't cross when it comes to that. You decide how much, if any, alcohol is appropriate here." Veronica shrugs "Doesn't make much of a difference to me if it's not an option, though. I intend to get what he knows one way or another - if it needs to be through more forceful means, then it's fine by me as well."


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Veronica finds Mac in his cabin, drinking water. Clearly brooding.

He gets up. "Captain, I must apologize to you. I had unrealistic expectations. I will lower them from here on out. I will not swear any oaths, and I will hold my tongue if I feel insulted. It is important that I not jeopardize our goals, regardless of the affront."

He takes a sip of water, grimaces, then dumps out his tankard and refills it with ale.

"Okay, let's get on with it.
I appreciate your respect for my faith, Captain. It is true that I would prefer to not resort to using drink as a weapon. Let's see if I can charm the information out of him first. And if not, then you can be persuasive."

"How shall we go? I can Water Walk, or Fly, or Dimension Door. Or we can sail."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

"Do we want to wait until this afternoon and catch up with him in the bar? If the charm doesn't work, we get him drunk, with apologies," he nods to Brother MacLaren, "And see what we can learn that way." He says it casually though, confident that Mac's charms will function as they should. He's a powerful caster after all - Tucci has seen it for himself!

He's fine just walking over, so as not to draw too much attention to themselves... and he has no way to fly as yet - without help of course.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"Let's take the ship around, and the ship's boat to shore at the rocky beach."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica nods at Mac's apology, smiling "Look, if there's anyone on this ship who can understand why you acted that wayback there, it's me. Always thought I would be the one flying off the handle due to an insult, actually, and probably wouldn't have walked away as easily. No harm done, so don't worry about it too much. Lowering your expectations is probably for the best, though. Not sure how things are in Andoran, but you've seen how things work around here. Assume most people won't trust anything you say, and you won't be disappointed."

"As for how to get to our target, yeah, let's just take the boat around. Save your magic in case we need it."

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