Shark

Hungry Waters's page

58 posts (82 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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We have some hunters within our midst!

The men of the island expedition manage to efficiently take the beast down without being harmed themselves.

Inspecting the creature, you spy scarring marks around its neck and legs. Obviously, this animal had been chained before.

In fact, a metallic stud remains above its brow.

Anyone feel like pawning it?


The group prowls the island and eventually corners the predator... a savage, mangy looking wildcat. Its fur is matted with blood and fresh kill sits nearby.

It lifts its head up and sniffs the air... has is detected your presence?

===

Seeing as it's kind of a 1 vs many combat, I'll play this one out cinematic-style. Anyone who wishes to engage, describe how you assault the beast if you wish to do so.

Also, the next journeypoint should be following the glyphs. For anyone wondering. Or the coral reef.


It is, it is. It's just finals for the next two weeks so it's going to be a little slower. Also paizo was down when I was checking in last time so I missed a shot there.


Hahahaha xD

But yeah, with the glyphs transcribed, the way to your next destination is open. Feel free to explore the rest of the island but it's pretty much complete.

Aside from Profession (sailor) checks from the helmsman, I'll keep swhip actions to a minimum so as to not bog down with rules. The Queen is more of a backdrop/location than a rule system.


Warren investigates the glyphs and soon realizes they correspond to keys used on nautical maps, though slightly different than the norm. If one were to follow the glyphs directions, sailing Northwest for a day or so, there should be an important landmark. What that landmark represents is not shown but the markings indicate a safe place.


Warren's checking out the glyphs as we speak. There's always the coral reef below, but this was mainly an opportunity to take some shore leave and stretch some legs. But yeah, the glyphs are the key.


Heregrihm's group spreads out and it doesn't take them long to find some wild fowls preening among the trees. Some well placed shots take them down and with it, some well deserved food.

---

Meanwhile, Dunnell calls out: "Heregrihm! There's something here!"

He points to some stone hieroglyphic marks in the sand.


No worries there Kiana, aside from some gulls, there doesn't seem to be much in the ways of aerial threats and there doesn't seem to be much you can spot from the air besides your teammates.


@Zephry: Most likely the beast is some form of predator, judging by the bloody carcasses a few feet inside the den. The animal itself doesn't seem present.


As Zephry and Heregrihm tromp the sandbar island, Kiana keeps a weather eye from the sky. Sabinae swims smoothly around checking the waters.

From the air, Kiana sees that the island's interior consists of palm trees and what appears to be a pool of water at the center, with a river leading off northward.

The Queen herself is currently south of the sandbar.

Zephry's trek across the sandbar takes about half an hour and he soon reaches a small grotto entrance leading into the earth on the eastern fringe of the palm trees. The tracks outside indicate it's most likely the den of some animal.

Heregrihm on the other hand spies a dense grove of what appears to be fruit bearing plants. The fruits are large, purple and round but are unlike anything you've ever seen.

Sabinae, you easily spot a reef lying just under the Queen. From where you are you can make out plenty of fish and one rather large shark. The coral is quite beautiful.


Going to update when my class ends. My ethics teacher may not appreciate me not paying attention to his class in favor of murdering poor hapless players.


Perfect. I'd need Perception, Survival and any other skill you want to make while exploring the sandbar and the waters around it.


You're free to do whatever you want with most of the crew. Unless I state otherwise they'll follow orders on the ship as to the rigging and etc. But they won't lay down their lives for you that's for sure.


The sandbar does indeed have some trees and brush. It's a sandbar in the sense it's not huge and consists mainly of sandy beaches.


Well the ship is technically now in unknown seas. And the ship has now essentially "awakened". Certain rooms contain new items. If you need a reason, you can say that a psychic urge to revisit the Captain's rooms takes you Sabinae.


Since the ship vanished?


Despite Sabinae's efforts, the hold remains barred.

Now, I know everyone's been assigning crewmembers left and right but I need only a few true groups for game purposes. RP purposes feel free to invent any group you wish. I need to know how many cannons are being manned and how many crewmembers are in the rigging or working on deck. Boarding parties, foragers, etc are simply for you to determine.

Has anyone properly searched the Captain's Quarters?

As well, since I'd like to actually not waste too much time and get right into adventuring, is any group exploring the sandbar island?


@Rissdan: The change is accepted. But from here, no more swapping... it sort of changes the flow of things.

@Kiana: No clue where that comes from unfortunately xD And no need, I also have programs to do it and I just haven't had the time. It's in this week's planning.

As for the cabins, we have the gun deck which consists of a large area with all the cannons. There are four additional cabins: two fore, two aft. One of them is the powder store.

The berth deck holds a large crew area for sleeping, five unoccupied cabins which can hold 4 crew a piece, the galley and the kitchens.

The hold is still locked.


Also, I think Kiana may have killed me twice...


This is indeed a temporary blip. My significant other came down with a bad infection and it was almost a trip to the hospital.

I'll have the full post up after my morning class. Sorry for the delays my friends!


Update: I had finished writing all the class skills and then it bugged and I lost it... which it normally only does when it takes too long...sigh...

Unless everyone is against this, feel free to assume chosen class skills for each NPC. Use their level + 5 for the modifiers. I'll get the actual NPC statblocks up eventually but it's taking much more time than I'd imagined.

Gameplay wise, the ship serves more as a location than as a mechanic.

Also, as for player actions, the ship's hold remains to be explored as does the sandbar... any takers?


Rissdan Kai wrote:

@DM

Would you object to altering a NPC crewmember, Davis Tenney: NG male human Witch 3, my would be Sailing Mate. For RP purposes.

Modified to what?


Zephry Kreel wrote:

Hmmm, on a wholly metagame note I would feel better with a couple more good guys in the gun crew, but I've got a fair few already.

Hungry Waters, how many cannon does The Queen have? I believe I need a two or three man team for each, ideally three.

74 cannons, 36 per side with two cannons on deck to be aimed fore or aft. Remember, this baby can crew quite a few more people than onboard already. It's two men to a cannon


Love the crew division going on here. I'll get the skills up as soon as possible!


Crew list added!

As Sabinae takes charge of the pair of crew halflings, the poor gnome treads out to the kitchens... as far as you can tell.

Investigating below decks simply is a grisly tale for the moment. A great many fights occured and the current crew's number has dwindled shockingly... though it would seem the amount of corpses do not match the amount of missing crewmembers.

The captain's quarters are unattended and no traps can be detected. As they stand, the captain's quarters are reached on deck.

Description of the Decks
- Forecastle Deck//Aft Deck
- Main Deck (Captain's Quarters)
- Gun Deck
- Berth Deck
- Hold
- Hold (2nd level)
- Bilges

Currently the Hold is locked and cannot be entered... though many have tried.

===

The first glimmer of sunlight rises over the horizon and suddenly, midst an emerald flash of scintillating colors. the Queen vanishes from the open blue...

... and you find yourself beside a small sandbar. In the distance you notice numerous other islands. The cries of gulls echo in the air. The water is a pale, clear blue.

The Queen has begun her journey once again.


I want to apologize for the delays. Real life gets in the ways of my game sometimes and I strive to have a good quality of posts. I'd rather wait and have the time to make the best possible post I can than make a rushed post. This is my own policy. While I understand some people may find this slower pacing tedious and I apologize in advance for this.

I will have the post up as soon as real life is dealt with.


Sorry about the delay, I'm trying to fit in everyone's created NPCs and make them all fun and interesting. I feel sorry for the gnome. You can expect the post today.


Going to make the big post tomorrow, but just informing everyone that the crew is awestruck by Heregrihm and his words, at least for now, are going to be followed, unless some PCs have any objections.


My next post will include the full crew NPC list, with name and race.


To clarify, Sabinae and Warren aided in taking him down. This didn't mean killing, but their actions were key in stopping him. Each PC is free to describe what he or she did. I just wanted some of their actions to be RP worthy.


It's certainly hell and brimstone out here on the water.

Luckily, Rissdan's swift maneuvering positions the Queen in range of her cannons which allows Zephry's small crew to fire off a round of their cannon. Combined with some of Kiana's peppering, some of the enemy crew aboard the ship are taken down.

Most of the men and women have taken refuge below with only a small crew manning the sails.

Also, there's a few dead bodies still littering the deck, with the newest fresh corpse bleeding from his bullocks.

Kiana had managed to spot the enemy flagship's name: The Ironhide.

===

An hour later

===

The Queen has made it out to the open sea, Rissdan piloting. A few more crewmembers have been persuaded to help and some more cannons are being manned on the gun deck. The ship itself took some damage but thanks to fate and your pretty fine rolls the Queen is mostly unharmed.

One of the crew, a lumbering half-orc who calls himself Black Rock murdered a good number of men and women before finally being brought down by Sabinae and Warren.

As the morning slowly comes, everyone is waiting for the sun to rise.

Last action before the sun rises. Where do you want to be?


Having a lot of work post-Halloween, your GM sort of partied a night away. Update incoming tomorrow, with quite a challenge!


As the moments pass aboard the ship, a sudden detonation is heard offshore.

A loud cry of "Cannonfire!" rings forth from one of the men climbing aboard the ship, a slim half-elf with ruddy blonde hair.

Seconds later the cannonball makes impact with the ship, driving a hull two decks below yours.

The multitude of bickering boarders dive for cover, momentarily forgetting their fight.

The half-elf picks up once the shot connects. "Damn Navy, they'd rather sink the Queen than let us take her! I am not leader aboard the Queen but I sure as damnation will not want her as my grave! Anyone who thinks likewise get to the cannons, arm them and let's show those Navy braggarts what real men can do when roused!"

As he gets up, he heads first towards the group of flamboyant pirates and then rushes towards you.

"I know not, and care not who controls this ship long as I survive its departure. The others over there are content with manning the rigging for the time being and it looks like they're getting others aloft. I say one of you take the helm and another two get belowdecks and help out in any way you can."

As he turns around, tightening his armor he turns around one last time and bellows "The name's Amryth Hawthorne! I'll be tending to the wounded belowdecks!"

Moments later he's gone.

Meanwhile, the Navy ships in the harbor are slowly approaching the Queen and cannonades begin to sound. Though the shots either only graze or miss, they are fast approaching.

===

Minassa and her gang are aloft in the rigging with some other boarders and are working the sails as best they can.

The sails are ready and the ship can sail.

It's either now, or never.

===
The Queen is a tremendous vessel with room for well three hundred men aboard. She has room aplenty as you'll soon find.


This is just letting you all know I just got back from college and will update tonight. Love the amount that's pouring in here, this will make for quite a game!


Update time

Dex rolls are being totaled and the rope broke from the gunshot. Assume the sails have fallen and the ship can now be sailed. The offensive actions taken are reducing the number of boarders on the deck and this has been taken into account.

A loud crash echoes from below. Most likely some of the portholes and windows are being broken so as to allow crewmembers aboard. Most likely too many to deal with at once. In fact, many of those who made it aboard seem content to just hide or rest in secluded areas.

Those who are attacked will fight back and a growing number of them seem to be taking up the fore of the ship.

Notable characters include a flamboyant group of pirates all sporting vivid colored scarves carving out anyone who approaches their formation near the Queen's prow.

Next round of actions

The Queen is quite large, being a galleon. She has multiple decks and many, many cabins from what you can tell.

Currently, your group holds the helm and no one seems to be contesting it for now.

Describe roughly a couple actions your characters would take while waiting for the sun to rise.

You are free to roleplay amongst yourselves and with NPCs.


Discuss away


The warm sea air breathes down your neck as you huddle beneath the shelter of the Wicked Wench Tavern's awning. As you gaze out at the harbor, you see that the Queen has more than one pursuer this night.

Now, as the legendary vessel itself... the Queen is an enchanted Galleon, said to make port this side of the Uncharted Islands once every hundred years. Just an hour ago, at sunset precisely it burst forth from the waves into Broken Keel's harbor.

Now the legends say that at sunrise, the ship will vanish... sailing off into wild blue unknown... and hopefully you'll all be on it.. as its masters.

This Will Be a Night to Remember

The harbor itself is only a couple minutes away by foot, a brisk pace is required of course. However, you can already see lights heading towards the Queen... most likely others intent on boarding. If you're to have your room aboard the ship, you better hope to make it quick.

You all have your gear on you... all that's left is to make your way to the ship now.

I need a general description of how the group is going to make it to the ship. None of you know each other, you just all happened to be in the Tavern when the Queen appeared and decided it was better than here. Roll any checks you think you may need. Then, each player should make five consecutive dexterity checks. This will determine the approximate order in which you arrive. Higher rolls means quicker speed of course. If you have higher than 30 ft. base land speed, add +2 to all your rolls. Any winged characters also get this bonus.

Fare thee well.


@mdt: If the rules would allow it then yes.


Alright, alright... after much, much deliberation I've chosen the four following characters:

- Sabinae (Archaeologist Bard)
- Zephry Keel (Gunslinger)
- Rissdan Kai (Fighter)
- Heregrihm Skoningslos (Barbarian)
- Kiana Sunbane (Monk - Zen Archer)
- Warren Redmont (Crossblooded Sorcerer)

I chose two more characters than I originally wanted and I apologize to those that didn't make the cut. There were tons of good ideas and I tried to balance the team out between melee, ranged and caster.

I have another unique campaign in the works and I'd definitely need playtesters. It should be up within a week or so and if you like games like Civilization, Assassin's Creed and things like time traveling and alternate histories... well let's you should be sated.

Also, you can always keep an eye out on the games. Sometimes people need to drop and I usually start by re-checking with those who didn't make the cut.

To those that made the cut, congratulations, game will start in a day or two. Finalize those character aliases and let's all meet up on the high seas.

Happy Gaming everyone!


Alright, I know I had said Friday but my choice will be made tonight as yesterday was spent with my lovely girlfriend.

This gives everyone, say... 8 hours to make final modifications.


It's more treasure hunting and exploration than piracy. But make no mistakes, pirates are welcome.


@Suny: And Chosen Child is also fine.


Alright Jelani, I hope you make it but if not, may the winds blow in your favor in other worlds.

And hello there Suny, I think I might have seen one or two bouncing around the forums. And tropical island elves are always a welcome side in the deep blue.


Reflavoring of traits is alright as long as the mechanics does not change the mechanics.

@Jelani: How much time would you need? Sat/Sun?


@Broken Prince: love the character and the intricate details. His backstory is great except that the ship you'll end up nabbing is rather unique as you'll find out.

@Adventurer#33: Looks fine, but it's not so much as signing on to an expedition as hijacking a legendary ship and heading off on adventure.

To all those using their backstory from the Shackles, leave them. In the end we can simply state those are also places in this campaign.

And I like all the uncommon races I'm seeing, should make this voyage all the more interesting.

Two more days until we select a team. I may end up taking a 5th PC if submissions stay as excellent as they are now.


All backstories can be accommodated for.


All submissions are looking great. And this is a homebrew region.


Heregrihm Skoningslos wrote:

Hey there, thanks for posting up on the S&S boards recently. Glad to post up a shot at joining your campaign.

I've got the basics or this guy now, including the background and such. But I'll have to get him converted from a 15-point buy to a 20 point buy and then down him to 1st level. I'll see if I can get it done today, but it might be tomorrow.

For the time being, his history and such is in the character profile. I'll expand on it in the next couple of days.

Thanks again!

You're very welcome.


Sounds great, glad to see names I recognize from the boards.


Rich Parents is fine.

Full Name

Kesko Chu Ordox

Race

Shirren Priest Mystic 4 | KAC 16, EAC 16 | HP 30/30, SP 28/28, RP 6 | F+3,R+2,W+8 | (Spells used, 2 from 2nd, 2 from 1st)

Classes/Levels

Init+1, Perception +11 | Blindsense (Vibration 30') Battle Staff +3, (1d4+4 B) Thunderstrike Sonic Pistol +4, (1d8+2)

About Keskochu Ordox

Shirren Priest Mystic 4
Worships Pharasma
NG Medium Humanoid (Shirren)
Init. +1; Senses: Blindsense (Vibration 30'), Perception +11

=========================

Defense:
KAC: 16, EAC: 16
HP: 30, SP: 28, RP: 6
Fort: +3, Ref:+2, Will:+8

==========================

Offense:

Speed: 30'.
Melee: Battle Staff +3, (1d4+4 B; critical knockdown; analog, block)
Ranged: Thunderstrike Sonic Pistol +4, (1d8+2 So; critical deafen (DC 13), or
Shock grenade I -1 (explode 15', 1d8 E, DC 7)
Spell Like Abilities: (caster level 4th)
0 (at will)- Mindlink
Mystic Spells Known: (CL 4th; ranged +5)
2nd (3/day)-Fog Cloud, Mind Thrust*, Mystic Cure*
1st (4/day)-Command, Disguise Self, Lesser Remove Condition, Reflecting Armor, Share Language
0 (at will)-Detect Affliction, Detect Magic, Fatigue, Psychokinectic Hand, Stabilize, Telekinetic Projectile

Feats: Harm Undead, Spell Focus

============================

Stats:

Str 10, Int 12, Wis 18, Dex 13, Con 12, Cha 8

=============================

Skills & Languages:

Trained Skills:
Computers +5
Diplomacy +8
Life Science +8
Medicine +9
Mysticism +13
Perception +11
Pilot +5
(Reduce the DCs of a Culture and Mysticism checks by five when recalling knowledge about religious traditions, symbols, and famous leaders)
Feats: Harm Undead, Spell Focus
Languages:
Common, Celestial, Shirren, Vercite, Vesk, limited telepathy 30'.
Other Abilities: Healing Channel, Healing Touch, Lifelink.

============================

Combat and other Gear:

Mk 1 serums of Healing (2), shock grenades 1 (2)

Other Gear: defrex hide, battle staff, thunderstrike sonic pistol with 2 batteries (20 charges each), mk 1 Ring of Resistance, basic Medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (44 credits)

=================================

Class Abilities:
Connection: Healer. Bonus spell: Mystic Cure. Healing Channel: spend 1 RP to heal 2d8 damage. To self, move action. To ally, standard action. All allies in 30' as a full action.
Healing Touch:1/day, can spend ten minutes to heal an ally 5 HP per Mystic level.
Lifelink: select one ally within 30'. If it has taken damage, can restore 4 HP to that ally and take the same amount of damage to his HP. Doesn't take an action. Can't be reduced by any means.