GM Trevor's Skull & Shackles

Game Master Trevor0828


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Sanadara Quinn wrote:
"I could tell you that you shouldn't look a gift horse in the mouth..."

"You would probably be right" - Helgash chuckled.

Sanadara Quinn wrote:

Then she laughs.

"I made an enemy of Mr. Scourger right at the outset when I slapped that repulsive pig in front of others. Your group seems to be on Plugg's s@@+ list, which means Scourge is your enemy as well. On a ship like this, you need to have allies. I figured I'd tie my fate to yours. If so, then I will help where and when I can. It was definitely in my best interests to not have you eaten by the Reefclaws."

"That makes sense to me" - he nodded in agreement - "Not sure exactly what we did to be on Scourge's shit list, but it feels like that would happen no matter what..." - he grumbled - "In any case, thanks again for not letting me become Reefclaw bait" - he raised his mug at her - "Allies it is"

----------

--- Day 12 ---

During the day, Helgash keeps an eye on Shivikah, checking to see if there is any backlash from the fact she seems to be more 'on their side'.

Influence Shivikah again: 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13

At night he again finds a way to stick close to Sandara.

So no 'mechanical' action.


Onnello did claim the MW warhammer and MW sap and 26 MW arrows if you want to put his name beside them

Realizing Ioney was having some luck cracking Syl's shell, Onnello decides to approach one of the other riggers he knew didn't like him. Approaching the dwarf known as "Narwhale" Onnello, putting his best foot forward, asks him, "So, "Narwale" is the nickname the result of that nose of yours or because you dwarves are shaped like one?"

Satisfied with his effort in the day, Onnello hung around with Helgash as the half-orc tried to warm up with the Besmara priestess.

A quick question, I don't remember if it was specified or not, do we have to use diplomacy for this or will intimidate and bluff work as well?
Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3


Onnello Ustradi wrote:


A quick question, I don't remember if it was specified or not, do we have to use diplomacy for this or will intimidate and bluff work as well?

For influencing, you can use Diplomacy. Bluff, or Intimidate. Whichever skill you use, it follows the Diplomacy rules for changing attitudes.


Ioney Dragi wrote:


"You seem to be especially dangerous, but you also seem to be just another hand, like the rest of us. Why are they keeping you in the crowd instead of letting you lead the charge?"

"You are so much better than those others. Why do you sully yourself hanging around those three?"

Ioney Dragi wrote:


"So, what is the plan for after all of this? I mean, you didn't choose this ship either, right? There has to be plans for after, then, right?"

"Plans?" Tilly laughs.

"These are my plans; the open sea and a ship to work on."

1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 5 ⇒ (2) + 5 = 7


Onnello Ustradi wrote:


Realizing Ioney was having some luck cracking Syl's shell, Onnello decides to approach one of the other riggers he knew didn't like him. Approaching the dwarf known as "Narwhale" Onnello, putting his best foot forward, asks him, "So, "Narwale" is the nickname the result of that nose of yours or because you dwarves are shaped like one?"

"Keep it up, halfbreed! There are ways to make people disappear without drawing punishment."

I'm confused? You do realize that you have no chance of changing a hostile crew member's attitude, Onnello?


@ Helgash - You successfully make Shivikah helpful. As for her being friendly with you, you do not notice any real change in how she is treated.


Chuckling at Tam's veiled threat, Onnello moves closer, speaking softly, "Better a halfbreed than a whole ass, Anytime you feel froggy dwarf, jump I'll be ready."


The dwarf barks a dismissive laugh.
"You got a smart mouth, scrub, we'll see how far it gets you later."
He then storms off. Later, you see him whispering with Sly, Jape, and Fipp and throwing glares at you.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14
Trevor0828 wrote:
Ioney Dragi wrote:


"You seem to be especially dangerous, but you also seem to be just another hand, like the rest of us. Why are they keeping you in the crowd instead of letting you lead the charge?"
"You are so much better than those others. Why do you sully yourself hanging around those three?"

"Because being alone makes you bait, and unless you've missed it, your friends don't like me."


"I'll see about getting them to lay off ya', but they aren't going to stop with the others, especially the tall half-elf." Syl replies to Ioney.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

As I understand it,you want us to do all days up to day 17?

Day 13: Conchobar
SM: 1d20 + 9 ⇒ (10) + 9 = 19
Intimidate: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
At least I didn't make him worse

Day 14: Conchobar again
Intimidate: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Sweet! Makes up for the day before. Two categories, right?

Day 15: Finish up Conchobar
Intimidate: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
That should move him to helpful I believe.

Day 16: Ratline
SM: 1d20 + 9 ⇒ (1) + 9 = 10
Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20
Also two categories, so helpful?

You said up to day 17, not inculding it right? If that's incorrect, I'll do day 17 later.


Sebastion 0430 wrote:


You said up to day 17, not inculding it right? If that's incorrect, I'll do day 17 later.

Correct, don't do anything for Day 17. Also, your results are correct. I will update the list on the Caimpaign page.


Thinking it might be a good idea to stay close to one of his friends, Onnello hung around Sebastion, chiming in on his conversations with Conchobar and Ratline.

Day 13: Conchobhar: aid another: Intimidate: 1d20 - 1 ⇒ (3) - 1 = 2
Day 14: Conchobhar: aid another: Intimidate: 1d20 - 1 ⇒ (18) - 1 = 17
Day 15: Conchobhar: aid another: Intimidate: 1d20 - 1 ⇒ (8) - 1 = 7
Day 16: Ratline: aid another: Intimidate: 1d20 - 1 ⇒ (16) - 1 = 15


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

I'd forgotten about the attempts to get a bonus. Sense Motive DC 15 and Diplomacy DC 15 also? Edit inserted: Not that the DIplomacy DC mattered with the below rolls. Only place I rolled it I blew away the "making friends" DC anyway. End insert. I did a quick scan, and didn't see any permanent bonuses granted. So, I'm not assuming any.

3 days' worth of Diplomacy:

Day 13
Normal
Sense Motive for bonus on Aretta DC15: 1d20 + 5 ⇒ (15) + 5 = 20 Okay, don't need to try the Diplomacy check for the same bonus, then.

Diplomacy to make Aretta hate me less w/ Bonus DC25+: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 !!! Well, now . . .. Probably moved her to Neutral, unless her Charisma is over 19!

"So, I understand you were also an entertainer before joining the ship? I could really use some help adjusting to this life. There's so little of what I did everyday that seems to apply here. How did you adjust? Do you have any tips for the latest crewman to lose his line of work?"

Late
Sense Motive for bonus on Cogward DC15: 1d20 + 5 ⇒ (2) + 5 = 7 Okay, trying the Diplomacy route . . ..
Diplomacy for bonus on Cogward DC15?: 1d20 + 13 ⇒ (8) + 13 = 21 Assuming that cuts the mustard!

Diplomacy to get Cogward to Helpful w/ Bonus DC10: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20

"Cogward? I get that this kind of work lets you help people meet Pharasma, and I am glad that you've found your calling. Can you give me some tips how to be one of the ones sending people to Pharasma and not one of the ones heading to meet her?"

Day 14
Normal
Sense Motive for bonus on Syl DC15: 1d20 + 5 ⇒ (11) + 5 = 16 Okay, don't need to try the Diplomacy check for the same bonus, then.

Not sure if Syl is Unfriendly or neutral at this point. If she has a 14 or higher Charisma, then she is Unfriendly. Otherwise, I got her to Neutral. Thinking about what she said, I'm going to GUESS Neutral.

Diplomacy to make Syl like me w/ Bonus DC15+: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 <shudder> That was close! If she was at Neutral, then she's now friendly. If she was Unfriendly, then she's STILL Unfriendly.

"I'm trying to follow your advice and get friendly with more of your crew. I think Aretta's warming up to me. I know Fipps is going to take a lot of work, so I should try to work with some of the others first. Any recommendations?"

Late
Sense Motive for bonus on Maheem DC15: 1d20 + 5 ⇒ (14) + 5 = 19

Diplomacy to convince Maheem NOT to hate me w/ Bonus DC25+: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 Charisma below 12 would move him to Unfriendly.

"Hello, Maheem. Syl was telling me we should talk, get to know each other a little better. I don't know about you, but I'm not sure I'm ready to ignore her 'friendly advice,' ya know?"

Day 15
Normal
Already have the bonus for Aretta.

Diplomacy to convince Aretta to like me w/ Bonus DC15+: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27 Should go Neutral to Helpful.

"I remember hearing that one of the easier ways to make some money is to ransom officers and nobles back home, maybe even the ships themselves. You're saying this crew doesn't do that? We just skip that income stream? Why?"

Late
Already have the bonus for Syl.

Diplomacy to make Syl like me w/ Bonus DC10+: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 Should take Syl to Helpful.

"I need to thank you for the help, or guidance, or whatever you want to call it. I think I'm getting more of your team to not hate me. At this rate, I should have options about who to hang with. My world is expanding, and it is thanks to you."

Day 16
Normal
Already have the bonus for Maheem. Not sure if he is Unfriendly or Hateful. Will assume Hateful and I assume you will adjust if I'm doing even better than I think I am.

Diplomacy to convince Maheem to hate me less w/ Bonus DC25+: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 With Charisma of less than 18, should go from Hateful to Neutral, or crushes Unfriendly to Friendly.

"I have a silly question. Not because I'm wondering IF it happens, but because I'm wondering how anyone gets any privacy. I mean, we've got quite an assortment of people here, so there has to be SOMEBODY sneaking off for a little one-on-one time. I can't believe that gnome hasn't tried, at least! Where do they steal privacy?"

Late
Given that success, I'll try to take Maheem across the finish line, too.

Diplomacy to improve Maheem from Neutral w/ Bonus DC15+: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 With Charisma less than 16, would take Neutral to Helpful. Over Charsima 16 and it should take Neutral to Friendly, or Friendly to Helpful.

"What's the big deal with following Fipps, anyway? Is it just he's got a good line in with Plugg, or what? Nothing wrong with sticking to the boss's good side! It's just that Plugg doesn't seem like the sort to encourage loyalty, ya know? He's more a fear me than a work with me kinda guy."


Dice really liked Ioney in this set of rolls! A 20 and a 19 when they really needed to be big rolls.

Edit: A good face is useful almost anywhere, and pretty much any time you aren't in open combat.


Rolling:

Day 13
Sense Motive DC15: 1d20 + 5 ⇒ (15) + 5 = 20
Influence Giffer w/Intimidate DC15: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Night 13
Sense Motive DC15: 1d20 + 5 ⇒ (11) + 5 = 16
Influence Giffer w/Intimidate DC15: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Day 14
Sense Motive DC15: 1d20 + 5 ⇒ (6) + 5 = 11
Influence Giffer w/Intimidate DC15: 1d20 + 5 ⇒ (9) + 5 = 14

Night 14
Sense Motive DC15: 1d20 + 5 ⇒ (5) + 5 = 10
Influence Giffer w/Intimidate DC15: 1d20 + 5 ⇒ (12) + 5 = 17
Giffer Friendly

Day 15
Sense Motive DC15: 1d20 + 5 ⇒ (17) + 5 = 22
Influence Giffer w/Intimidate DC10: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Giffer Helpful

Night 15
Sense Motive DC15: 1d20 + 5 ⇒ (5) + 5 = 10
Influence Jack Scrimshaw w/Intimidate DC15: 1d20 + 5 ⇒ (10) + 5 = 15
Jack Scrimshaw Friendly

Day 16
Sense Motive DC15: 1d20 + 5 ⇒ (18) + 5 = 23
Influence Jack Scrimshaw w/Intimidate DC15: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Jack Scrimshaw Helpful

Night 16
Sense Motive DC15: 1d20 + 5 ⇒ (18) + 5 = 23
Influence Ratline w/Intimidate DC15: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Ratline Friendly

End result: Giffer Helpful, Jack Scrimshaw Helpful, Ratline Friendly


Ioney Dragi wrote:

I did a quick scan, and didn't see any permanent bonuses granted. So, I'm not assuming any.

** spoiler omitted **...

Ioney, you have a permanent +3 bonus from the fact you use your little ditty to remove fatigue from the crew.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Days gone:

Rosie is still listed as indifferent to me despite jumping in to save her in the storm :P if she should have better opinion of me, apply the rolls to some other crew member:

Day 11 Diplomacy day - Rosie DC 15: 1d20 + 1 ⇒ (20) + 1 = 21 Rosie Friendly
Day 11 Diplomacy late - Rosie DC 10: 1d20 + 1 ⇒ (9) + 1 = 10 Rosie helpful
Just saw the first would be a critical success, but I'm not rewriting all the others, so I'll just have a grog with Sandara or something.

Also got some left on friendly, lets push those to helpful

Day 12 Diplomacy day - Tilly DC 10: 1d20 + 1 ⇒ (7) + 1 = 8 No cookie
Day 12 Diplomacy late - Tilly DC 10: 1d20 + 1 ⇒ (10) + 1 = 11 Tilly helpful

Day 13 Diplomacy day - Grok DC 10: 1d20 + 1 ⇒ (8) + 1 = 9 No cookie
Day 13 Diplomacy late - Grok DC 10: 1d20 + 1 ⇒ (4) + 1 = 5 Critical Failure - Grok Indifferent

Not many indifferent ones left

Day 14 Diplomacy day - Scrimshaw DC 15: 1d20 + 1 ⇒ (9) + 1 = 10 Critical Failure - Scrimshaw unfriendly
Day 14 Diplomacy late - Scrimshaw DC 15: 1d20 + 1 ⇒ (5) + 1 = 6 Critical Failure - Ratsberger unfriendly

Day 15 Diplomacy day - Grok DC 15: 1d20 + 1 ⇒ (9) + 1 = 10 Critical Failure - Grok Unfriendly
Day 15 Diplomacy late = Conchobar DC 20, woman: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 Success, Conchobar indifferent

Day 16 Diplomacy day - Conchobar DC 15, woman: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 Critical Success, Conchobar helpful
Day 16 late - Nobody left, everybody helpful or unfriendly/hostile I think.

That was...mixed...

During the following days, Nivian does her best to befriend more members of the crew - but it seems the lines are drawn. It becomes harder and harder not to step on someone's toes while trying to align interests with others.

In the end, she manages to get on helpful terms with Tilly, Rosie and Conchobar, but alienates Grok, Scrimshaw and Ratsberger into being unfriendly towards her.


Helgash wrote:

** spoiler omitted **

End result: Giffer Helpful, Jack Scrimshaw Helpful, Ratline Friendly

You had the DCs wrong.

Your first check for Giffer failed by 5 or more so she became unfriendly changing the DC to 20. At that point, did you want to continue? You also forgot to add your permanent +2 to all your influence rolls (for beating Owlbear in that fight).

your 2nd roll for Jack was only DC10, but that doesn't matter. You made your roll against Ratline by 5 or more, so he goes to helpful.

Let me know if you want to keep the attempts against Giffer after you made her unfriendly.


For Nivian
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (7) + 1 = 8
Oh well, nvm


It looks like everyone is done, I just need a decision by Helgash about Giffer Tibbs. Once I get that, I will do Day 17.


Thx for checking Trevor, would I have failed by 5 or more even with the +2? If yes, then I will drop the attempts. And yeah, I realized I had missed it, but couldn't edit the post anymore by then :/


Just a reminder, Ioney has a permanent +3 to influence. Helgash has a permanent +2 to influence. Anyone who has previously made the DC15 Diplomacy or Sense Motive on any crew member still gets that +2 vs that crew member (this is in addition to any other bonuses). Also, don't forget that if you use an expensive (20gp+) alcholic beverage with Grok, it gives you a +4.


Helgash wrote:
Thx for checking Trevor, would I have failed by 5 or more even with the +2? If yes, then I will drop the attempts. And yeah, I realized I had missed it, but couldn't edit the post anymore by then :/

Yeah, unfortunately your first attempt was only an 8, so even with the +2 you failed by 5. No real effect though as even if you made her hostile to you, her end attitude stays the same.


Yeah!We finally advance to more interesting stuff and the attitude system simplifies!

Day 17

At this stage of the journey, you and your allies, and Scourge and his followers have become more polarized. Scourge has also wholly convinced Mr. Plugg that you are trouble, no matter what you have done. Mr. Plugg begins making more appearances at this point, taking a personal interest in you, soundly abusing you, carefully noting each mistake for punishment, and generally bullying and trying to humiliate you.

In addition, everyone except for Helgash, the ship's assistant cook, are given the worse possible day jobs, Sebastion and Nivian spend an inordinate amount of time in the bilges (by far, the worst job), but never together (normally the bilges are assigned to three crew). If not in the bilges, they are scrubbing the deck. Onnello is constantly assigned Mainsail duty, the most back breaking job for riggers. Your allies (anyone with a helpful attitude towards the group) also get the shit jobs. Ioney is almost always scrubbing the deck (Plugg says that gives him the ability to move about as the Captain wanted). Bilge duty is one you and the other two crew members assigned are always Scourges toadies.

From this point forward, crew member attitudes are for the entire group. Any influence attempts have the DC increased by three (this represents Scourge and Plugg campaigning aginst you). Also, you can only influence once per day. The new attitudes are being updated on the campaign page and I am posting how my tweak to the attitude system worked. I deliberately made it a surprise for you, I hope that didn't upset anyone.


New attitudes are up.


Everyone can do their single action for Day 17 now.
The new DCs for changing attitudes are:
Friendly - DC13
Indifferent - DC18
Unfriendly - DC23
Hostile - DC 28


Influence (Shivikah: 1d20 + 5 + 2 + 2 ⇒ (9) + 5 + 2 + 2 = 18


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Bang! Helgash opens with an immediate success!

Sebastion will go after Jack Scrimshaw (I know, he's indifferen, but he was Sebastion's first convert, so...[/ooc]

Influence Jack: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

sooo close...


Walking up beside Sebastion, Onnello looks from the fighter to Jack asking, "Hey Jack what you carving?"

aid another: influence: 1d20 - 1 + 2 ⇒ (17) - 1 + 2 = 18


At first, Jack looked annoyed with Sebastion's interruption, but at Onnello's question, he brightens.
"I saw a pod of dolphins today and it inspired me to do a carving of them." He says excitedly.
"Take a look."
He holds forth a piece of driftwood almost two feet long. Though he is at the beginning stages, the first outlines of the dolphins are apparent. The waves are beautifully crafted.


Looking at the work, Onnello nods, "That's nice work." he gestures towards the aft hatch, "I've got a couple of sabre's I was thinking about having the handles decorated. If I got a couple pieces of ivory would you be able to engrave something on them?" As he asked Jack the question, he wondered if either of the clerics could bless the sabres and make them more balanced.

Is Sandara high enough to cast Masterwork Transformation? Once we get enough money?


"I ain't ever done somthin' like thay before. Mostly I jus' bring out what the wood gives. Mayhap I'll give it a go'" Jack replies thoughtfully.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Day 17

Ioney will spend a few moments working with Slippery Syl.

"I get at least part of why you don't like the new recruits as a group, but, you know they are just trying to figure out how to make it on this ship, how to survive and maybe even thrive in this environment. It is new to most of us, scary to some."

diplomacy w/ bonuses: 1d20 + 13 + 3 + 2 ⇒ (11) + 13 + 3 + 2 = 29


Smiling at Jack's response, Onnello nods to where Ioney is speaking with Syl, "Well, stick with us kid, we'll introduce you to all sorts of new stuff."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Diplomacy: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13

Nivian approaches Barefoot Samms Toppin in the evening - the rigger had seemed distant the last few days - where Nivian had been busy talking with others.
But friendships needed tending, so she fetched some extra rum and approached the rigger :"Hej, been a couple days since we had a chance to hang. Especially since I seem stuck on bilge duty recently. You think I did anything to anger Plugg? Can't be that I didn't manage the boarding part can it? Maybe you could give me a few pointers for rope climbing so I can do better next time?"


Ioney Dragi wrote:

Day 17

Ioney will spend a few moments working with Slippery Syl.

"I get at least part of why you don't like the new recruits as a group, but, you know they are just trying to figure out how to make it on this ship, how to survive and maybe even thrive in this environment. It is new to most of us, scary to some."

"ya don't understand. Scourge is makin' anyone that throws in with ya have a very rough time. Mosta the crew sees ya likes lepers now. Work is hard enough withourt Plugg makin' ya have the shit jobs every day." Syl replies, but then she claps you on the shoulder.

"Don't ya worry though, I've got your back."


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Ioney looks at her in mock shock, then at his hands, and the knees of his pants. "You don't say? I hadn't noticed anything unusual about the work assignments . . .."


Nivian Mazu wrote:

[dice=Diplomacy]1d20+1+2

Nivian approaches Barefoot Samms Toppin in the evening - the rigger had seemed distant the last few days - where Nivian had been busy talking with others.
But friendships needed tending, so she fetched some extra rum and approached the rigger :"Hej, been a couple days since we had a chance to hang. Especially since I seem stuck on bilge duty recently. You think I did anything to anger Plugg? Can't be that I didn't manage the boarding part can it? Maybe you could give me a few pointers for rope climbing so I can do better next time?"

Toppins looks around to make sure no one overgears her.

"It's nothing to do with what ya done, deary. Scourge has convinced Plugg that your group is poison to the ship. They are probably looking for ways to get rud of the lot of ya."
She gives you a wink though.
"But you have allies as well. I'm one of them. Captain Harrigan may be a bastard, but he wants a full crew, so Plugg and Scourge are limited for now."


Late that night, Ioney is shaken awake. As your eyes open, you see Syl gently shaking your arm. She gives you a shushing gesture to keep quiet and bends down to whisper.
"Come on, get up, we have to talk! But we have to get outa here away from prying eyes."


Trevor0828 wrote:

Late that night, Ioney is shaken awake. As your eyes open, you see Syl gently shaking your arm. She gives you a shushing gesture to keep quiet and bends down to whisper.

"Come on, get up, we have to talk! But we have to get outa here away from prying eyes."

Any perception rolls for the rest of us to notice?


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14
Trevor0828 wrote:

Late that night, Ioney is shaken awake. As your eyes open, you see Syl gently shaking your arm. She gives you a shushing gesture to keep quiet and bends down to whisper.

"Come on, get up, we have to talk! But we have to get outa here away from prying eyes."

"'K?" He sounds uncertain at best, but Ioney goes with her.


Onnello: 1d20 + 5 ⇒ (9) + 5 = 14
Helgash: 1d20 + 6 ⇒ (10) + 6 = 16
Nivian: 1d20 + 6 ⇒ (3) + 6 = 9
Sebastion: 1d20 + 4 ⇒ (17) + 4 = 21

1d20 + 9 ⇒ (11) + 9 = 20
1d20 + 5 ⇒ (1) + 5 = 6

Sebastion:
You are awakened by the noise of a whispered conversation. Looking over you see Syl getting Ioney to follow her out of the hold. You get a sense that she is up to something.

Helgash:
You are awakened by the noise of a whispered conversation. Looking over you see Syl getting Ioney to follow her out of the hold.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion watches as they go up the stairs and then hops out of his hammock. Noticing Helgash is also awake he nudges Onnello awake.
"Something's up." He says in a lowered voice.
"Syl just led Ioney on deck, I don't trust her at all. Wake Nivian too."
He grabs his dagger and heads up after them.


Feeling something nudge his hammock Onnello bolts awake. Looking around he rubs his eyes as he takes in Sebastion talking to him from the shadows. Nodding, semi-coherently Onnello grunts softly, OK. Blinking his eyes he approaches Nivian's Hammock, knowing better than prodding a witch, he leans in and whispers. "Nivian, something is up, we need to go above decks."


"Why would he just follow her without letting us know?" - Helgash grumbled, then grabbed his dagger and followed after Sebastian.


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Raising an eyebrow at Helgash's question, Onnello could think of several reasons a man would follow a woman late at night and not tell his friends. But they were talking about Syl, so he kept silent and waited for Nivian.


Ioney:

When you get up on deck, Syl heads to the side, away from the entry to the hold below. She motions you over. As you approach, her demeanor instantly changes. She suddenly grins slyly.

"I sure hope the rest of your group are as easy marks as you are."
You hear a noise behind you and Maheem steps out from behind where the Jolly boat is lashed to the deck.
"So pretty boy," Syl continues, "Maybr you can scream? But the night watch is me and Maheem, good luck with that."

Maheem blocks your retreat and Syl moves up meancingly.
"Perhaps a long swim is in order?"

Before I roll initiateive, let me jnow if you are going to talk any. It might delay them for a round or two.

Sebastion:

You begin to go on deck, but when your head clears the hatchway, you see the big Rahadouni, Maheem, step out from what must have been a hiding place behind Ioney. Syl no longer looks friendly and is menancing Ioney. AS you pause, you feel Helgash coming up behind you.

everyone else:

As you go to follow Sebastion, you see him stop at the top of the stairs.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Well, of COURSE I'm going to talk. What else does Ioney do, really?

As Syl turns (figuratively) and Maheem steps out, the Varisian's shoulders slump and he suddenly looks very tired. "That's the problem with trying to make friends. You have to extend trust, and sometimes the people you choose to trust turn on you. Still the reward is worth the risk, when you get it." He closes his eyes and holds his hands out at his sides as he invokes the power of his ancestry, with himself at Ground Zero.

Glitterdust spell-like ability

If you want to pop into initiative before I set that off, I can't argue. Not like they're going to even slow with his comments, I don't think.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian slowly opens her eyes when Onello speaks to her. The Dagger in her hand is visible only briefly before vanishing in her clothes again.
She had always been a relatively light sleeper, but nobody who knew her would describe her as a morning person.
But the situation seemed urgent. She sits up, then stands and follows Onello - with shaky steps, but a steady pace. "What is up?", she manages to whisper as they reach the stairs, but the situation above deck provides ample information. I know we are not there yet, but I don't except Onello to provide a verbal cue on something she will see moments later :)


Ioney wastes no time, trying for a surprise. Maheem is caught unawares, but Syl was waiting for him.

Syl: 1d20 + 4 ⇒ (12) + 4 = 16
Maheem: 1d20 + 1 ⇒ (16) + 1 = 17
Ioney: 1d20 + 2 ⇒ (19) + 2 = 21
Onnello: 1d20 + 4 ⇒ (2) + 4 = 6
Helgash: 1d20 + 3 ⇒ (11) + 3 = 14
Sebastion: 1d20 + 4 ⇒ (19) + 4 = 23
Nivian: 1d20 + 3 ⇒ (18) + 3 = 21

Surprise round only Ioney and Syl act. After that, the order is Ioney, Sebastion and Nivian; then the bad guys, then Helgash and Onnello. The map is up, link on top of Capmpaign page (Roll20). I'm not an artist and this is my first time using Roll20, so please excuse any bumps and low quality art.

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