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141 posts. Alias of Oceanshieldwolf.


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Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Ok, I'm going to stop checking in on this. By all means MP me if there is any movement.

I PM'ed GM X, but nothing yet. Might have to send him an email...


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

I've sent GM Xen'Dragon a PM. Hopefully we get some traction…


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

dubblebump


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

GM?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Understood Calloran. I most heartily (in a non-piratey way of course) approve. Play your character in character!

I've seen a lot of folks in the Skull and Shackles sub forums complaining about this part of the AP. I'm really quite happy with it, so is no problem for me…


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Moving on?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree accepts the pain stoically and then falls into deep slumber. She sleeps soundly...


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree bites her lip in consternation, then holds Sandara's eyes with her own deterrmined gaze.

"So more pain, huh? Sounds like a plan...I thank you for the offer...and accept."


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree alerts the others that Sandara is motioning to her/them. She makes her way gingerly over to the woman, taking care to be unobtrusive as possible...

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree is a bit unsteady, but manages a wry grin when gently ribbed for kicking the Captain's door into his face. She touches no alcohol, and seems somewhat deflated.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Not sure if that spoiler is DC 20 for everyone and auto for me, or DC 20 and only for me if I succeed...


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Only three more converts to friendly or helpful and we can level up...


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Sure. I'm just lying here bleeding away…

We now have 8 NPCs on the "People on the Ship" list who are now friendly, helpful or indifferent (9 if you count Sandara who is not on the list) compared to 7 unfriendly or hostile.

GMX - how many other sailors/pirates are there on the ship - Captain, Cook, Quartermaster, First Mate - a bunch of others also not on the list I'm guessing?

I know it's not mutiny time, but just trying to sense the balance of power - we have more than half the people on the list we can see as nominal allies -…9 plus the five of us (Kree, Call, Barnacle, Ire and Drahz)


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

GMX'D: Can you update the Campaign info: People on the Ship to reflect Rosie Topwell/Samms Toppin's new attitudes?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

"<koff> <koff>... [blood on cut near eye finally clots] [browny-purplish bruise grows to cover one side of kree's face] <koff><koff>"


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

"<koff> <koff>... [blood seeps from cut near eye] [bruise on face turns a decidedly browny-purplish] <koff><koff>"


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Current XP tally:

200 : NPC diplomacy - Ireariina's gnome suitor and Drahzar's crewmember
162 : Party defeating dire rats.
100 : NPC diplomacy - Badger being made friendly by Kree
400 : Drahzar Defeating Owlbear
100: NPC Diplomacy - Bawdy Rosie made helpful by Drahz
100: NPC Diplomacy - Samms Toppin made friendly by Drahz

Total:

1062/1300 xp.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.
Kree-qui Kaa wrote:

Current XP tally:

200 : NPC diplomacy - Ireariina's gnome suitor and Drahzar's crewmember
162 : Party defeating dire rats.
100 : NPC diplomacy - Badger being made friendly by Kree
400 : Drahzar Defeating Owlbear

Total:

862/1300 xp.

Do we get 100 xp each (NPC Diplomacy) from Rosie and Samms Toppin?

Do we get any XP for successfully retrieving our gear?

Do I lose XP for kicking the door into the Cap'n's fat face?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree hears the warforged, but can do little more than grunt in further pain. Eventually she manages to speak a little.

"Thank you Bar....Keep low, and leave me as you.... say. I... will....heal, or.... die....trying."


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

GM:
I wasn't trying to initiate "combat". Kree was merely trying to impress upon the captain that a: his security was terrible and b: his "galley slaves" are more able than perhaps he realises. I don't think he particularly needed to take notice of any of this, especially after being assaulted. :)


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

GM:
Kree gives the door a quick kick, trying to connect with Harrigan.

Regardless of her success, she places the tray delicately down on a table and turns to the men.

"Looks like your security is as shite as everything else around here. When might we see any action, let alone plunder? Why don't you give us a chance to prove ourselves? You've whipped us, thrown us against your crappe owl bear. And we cleared out your vermin. What in Ilzmagorti do YOU do?"


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree takes the tray and waits for the girl to leave before listening at the door a moment...

Perception: 1d20 + 11 ⇒ (10) + 11 = 21


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree puts her hands up...and smiling, motions the girl over.

"Here girl. They want me to take that in..."

Bluff: 1d20 - 2 + 1 ⇒ (13) - 2 + 1 = 12

You know what. I'm sick to death of Intimidate not being able to be buffed by low Charisma, regardless of whether Charisma is not physical but rather force of personality. Kree has a Wisdom of 20. She may not be the brightest person, but she understands things. Like how to use whatever her Charisma is to its utmost. Oh well...


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

IF memory serves I had scoured one deck on a previous check and was going one below that. But we can make it the captain's quarters to make it more interesting....


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree will maintain her friendship with Badger, but will not let on that their mission to the q-store was successful. Beyond that she keeps her head down and attempts to work hard... and occasionally sneak around to check locations of any and everything...

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Stealth: 1d20 + 1 ⇒ (1) + 1 = 2

Wow. Natural 20 and a Natural 1. So whatever it was that someone didn't want her to see, she probably saw, but they definitely saw her see it. See?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Sorry - Kree will try to hide her weapon and armor in the hold where we found the other items and rats.

Just realized I never actually bought her armor, or anything else for that matter. I have 25 gold to spend after the setaq...


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree stifles a squeal as she locates her gear and beloved setaq - an ominous double glaive-like weapon with fin-like blades at each end.

Kree becomes instantly wary.

"Where can we hide this all?"


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree pouts and relents, giving Ire a modicum of care, feeling the wound out and making sure there is no poison. She then sniffs and peers at the wooden locker.

Heal: 1d20 + 5 ⇒ (11) + 5 = 16 [Just to make Ire feel loved]

Perception: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 [second sight]


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree flinches as the arrow trap strikes the inquisitive drow. Then scowls and snuffs.

"Still. Not. My. Stuff."

The shifter begins to despair of ever finding her heirloom weapon again.

"It's not even likely to fit in these boxes!!!"


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree is obviously disappointed.

"None of this stuff is mine!"


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Dang, I should have used second sight on my Perception check…I'm sure 25 would have got me something…


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Int check: 1d20 - 1 + 1 ⇒ (3) - 1 + 1 = 3 [-1 Int, +1 second sight]


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Ready as well


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree nods in a feral rictus.

"Let's go then. If drunk is the order of the day….night, we best get our goods now."

She stops to see if Badger is interested in some entertainment/helping out…

Is Badger sober or more drunk than all else aboard?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Waitng on any response from Drahz.

So Barnacle and Calloran, you guys good for a little investigation of whether the q-stores master is asleep/drunk? Drahz too? Given none of us are particularly well in with the Halfling Rosie, and our only link to the gnome lies bleeding in her bunk, maybe we just keep this in party. Get our stuff. Thinking on this further, Kree has a high wisdom, but is also out of her depth/comfort zone. Though maybe Kree will try to gain the help of Badger Medlar...

@GMX - DO we feel that we have the person power to stage a mutiny? As a player it is very hard to tell what our characters feel or know - do they think such a mutiny now has any chance of success? Right now, our only plan is to retrieve weapons - my fear is that once that task is completed, if we don't take over the ship our activities will eventually be noticed or our stash of ill-gotten personal equipment found. Do we think our bunks and sleeping area are routinely searched?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Earlier: Kree will use Second Sight to aid Ire - does an 18 Diplo get a better result?

If not: Kree checks on Ire, and offers what little she can in terms of aid. Having felt the lash Kree knows the drows pain all too well.

"Rest well black elf lass. We prevail."

Now:

Hearing the warforged and human in discussion she weighs in with hoarse whispers...

"Maybe Grok...she no even lock door. She pished. [here mimes drunken state by shaking head and sticking out tongue] We go check. Maybe tell that half-lady what is friend - Rosie - and Ire's gnome friend Conchobar? Maybe we make common cause, get our gear and take charge of ship?"

Kree knows it is a longshot, and they have few resources even with their equipment back - but seeing Ire make such good representation to Scourge and still get whipped….she longs for release and revenge.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree rushes to fibd the trouble, arriving to see Ire, Kroop, Scourge and the rest assembled. The atmosphere is charged and seems somewhat... tense.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Sense Motive DC 10: 1d20 + 12 ⇒ (9) + 12 = 21 I just love to roll…

Kree bundles back to her allies.

"Grok is ten or more sheets to the wind and will be completely sozzled if not asleep by darkfall. We can carefully ransack the quartermaster's to get our gear!!!"


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree works reasonably well on the ropes, and is not tired by her efforts. She decides to sneak off and try to find out more about the deeper levels of the ship...

Swabjob: 1d6 ⇒ 4

4 Hauling Rope and Knot Work: Tying and untying
knots in the ship’s ropes and moving heavy coils of
rope from one part of the ship to another, requiring
a DC 10 Profession (sailor) or Strength check. The PC
must also make a DC 10 Constitution check to avoid
being fatigued at the end of the shift.

Str DC 10: 1d20 + 1 ⇒ (9) + 1 = 10

Con DC 10: 1d20 + 1 ⇒ (10) + 1 = 11 [+ 1 second sight]

Daily action:

Sneak

Perception: 1d20 + 11 ⇒ (3) + 11 = 14


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Ok.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.
Kree-qui Kaa wrote:
GM - did Ire's Survival roll indicate what is special about the fine, valuable bones she found?

Bump! Or are the bones a former shipmate called Zartana? I'm confused.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

GM - did Ire's Survival roll indicate what is special about the fine, valuable bones she found?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Looks like a great roll for a base Drahz!!!

Kree subtly twists causality to aid Drahzaar, and herself as she attempts to sway Jack.

"These are good bones, no?"

Use second sight on Drahz - +1 to his roll if it is the actual roll, otherwise +1 to Ire's roll...

Aid Another: Diplomacy: 1d20 - 2 + 1 ⇒ (14) - 2 + 1 = 13 [-2 Cha, + 1 second sight]

Uses of second sight remaining: 5/7


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

@GM: Who is doing this? Drahzaar?


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Current XP tally:

200 : NPC diplomacy - Ireariina's gnome suitor and Drahzar's crewmember
162 : Party defeating dire rats.
100 : NPC diplomacy - Badger being made friendly by Kree
400 : Drahzar Defeating Owlbear

Total:

862/1300 xp.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Once Ire arrives, Kree looks the bones over.

Survival: 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge (Nature): 1d20 - 1 ⇒ (3) - 1 = 2 untrained

Night-time activity: Rest.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree is aazed she didn't think of this before. Bones! Sharpened as spikes, or arrayed as a breastplate.

"Yess! Bones! All you can scavenge and hide and bring to us!".

Then a look of curiosity crosses her face.

"Who is Jack? she asks Barnacle bluntly.


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree hears Ire picking up the chant, and enthused, enjoins the crew further…

"DRAHZAR! DRAHZAR! DRAHZAR!"

Aid Another: Diplomacy: 1d20 - 2 + 1 ⇒ (6) - 2 + 1 = 5 [-2 Charisma, +1 second sight]

No more second sight!


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Kree erupts with raucous cheers.

"Well done Drahzar!!! DRAHZAR DRAHZAR DRAHZAR!!!!


Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

@GM: As per my exhaustive post upthread, this is actually Round 6 - you posted "Round 3" as text for two different rounds.....

Kree see the danger and shifts Drahzar's form imperceptibly, making his evasion a moment earlier.

Round 6

Immediate Action: Second Sight on Drahzar's Round 6 Acrobatics vs AoO roll of 10..

Drahzar's roll should now be an 11. ;)

Uses of second sight remaining: 1/7

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