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@atajay you have one more event before sailing it'll have to wait sorry


I will be vacationing in Ireland until the 20th, I will not be posting until my return


I will be vacationing in Ireland until the 20th, I will not be posting until my return


Chava is correct
see the following link for a doc on infamy specifics

Link to Plunder and Infamy Document


any one in the group can be the main infamy storyteller. I would prefer you have a consensus on who that is and make one roll.

To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.


recruits: 1d4 + 2 ⇒ (2) + 2 = 4

Quara's half hearted attempt to recruit more sailors would have failed, if Chavakala and Atajay had not assisted with enthusiasm. While they got a few more, they are still a few sailors shy of a prize crew they would need to prize a ship.

you need at least 2 more for a decent prize crew


Hake shakes his head. A-Jay gives wise council. When a shark strkes, Ya don't go searchin' to punish all sharks. When the rains come, things will be set right again.

if recruiting more, I'll need a diplomacy roll


Pete's color returns as he beats back the poison's effect with the help of Quara and her team. Villagers, and workers celebrate the groups bravery with hearty handshakes, hugs, and thanks.

you would get a bonus to score infamy points right now, if you were inclined

Hake walks up grinning ear to ear. I knew, I was backin' the right crew. Yer moneys no good here. Eat and drink on the town fer as long as you stay.

you have 3 more days before your ship is ready to sale.


Town's people move in closer to touch and congratulate the heroes. Murmurs of the creature being a water naga, and how the drought is driving them further down the river, and insane with hunger.

Pete seems out of it. Talk of Naga poison, and 'he may not make it' abound.

heal checks to help

The teenage boy hands the towel to Raven. He stands and watches her dry with a goofy look on his face.


images: 1d3 ⇒ 3
fort: 1d20 + 5 ⇒ (13) + 5 = 18

The water slows down Raven's arrow, causing it to curve and miss. Atajay, once again hits the enemy, but she shakes off the stunning effects.

The snake woman appears to understand that she is out numbered and withdraws with extraordinary speed. She disappears from view into the briny water with the summoned creatures following after...never to be seen again.

Combat is over

The adventures return to the surface and the cheers of the town.


We'll move forward.

Shocked by what she sees, Raven does not attack and treads water.

Quara image: 1d6 ⇒ 1.

Quara lunges at the woman, her blade pierces an image making it disappear

Quara's dolphin makes a pass and misses the nimble enemy.

Amaric image: 1d5 ⇒ 2.

Americ launches into his own attack. He hits a duplicate leaving the real woman untouched.

Chavakala image: 1d4 ⇒ 1.

Chavakala piles on with expert attacks, but like her comrads, She only hits an illusion. Her pet missed entirely, possibly confused by the number of combatants.

2 images left, Atajay, its your go.

Raven: Done
Quara: Done
Americ: Done
Chavakala: Done
Atajay: go
Snake Lady


Waiting on Raven


@Atajay, Raven and Quara to go first, and I need input from Amaric. If it will change your actions. I can resolve them and then you can go.


@ Amaric. you can use previous rolls if you'd like...but current rolls would be used for next attack :P


Raven is drawn to the estuary by the rising voices, and sees her former crew amassing in the water against some unknown foe. She runs towards the water and takes a jumping dive

Swim: 1d20 + 3 ⇒ (11) + 3 = 14

Raven slices through the water like an underwater ballista with her weapon at the ready. within 10' of enemy

Quara begins to cast a lengthy and complex spell.

Amaric does his best to move into position, but his weapon is making it hard to swim. He flounders as he tries to get closer. I'll assume you try another move action to make another swim check

swim: 1d20 + 1 ⇒ (13) + 1 = 14

Amaric tries again, and compensates with his free hand to move through the water. within Melee of enemy.

Again Chavakala's pet hits with a tentacle.

images: 1d6 ⇒ 6

The tentacle strikes home, and does damage, but does not grab her.

Chavakala produces waves of healing energy which knit the wounds of both Pete and Atajay. heal 7 damage

Atajay releases his spell hoping for the best.

images: 1d6 ⇒ 6

Atajay's luck is still with him, as he strike the real one.

Fort: 1d20 + 5 ⇒ (4) + 5 = 9

The Snake Lady is dazed

Raven: go
Quara: go
Americ: go
Chavakala: go
Atajay: go
Snake Lady


unless you will be giving healing aid, the people on the shore have Pete now. So you can concern yourself with other things if you like


Welcome back Raven!

Quara breaks off and swims to Pete. you forgot your swim check. I'll roll it to save time

swim: 1d20 + 6 ⇒ (5) + 6 = 11

She reaches him and supports his legs. she tries to push him to the surface.

swim: 1d20 + 6 ⇒ (15) + 6 = 21

Quara and Pete make it to the surface.

Amaric tosses the rope to Pete and Quara and hands off the rope to a bystander next to him. With a fluid movement, he pulls his weapon and dives in the water.

Atajay sends sonic damage at one of the fluttering snake ladies.

images: 1d7 ⇒ 7

Luck is with the caster as he manages to land the spell on the real monster. 8 damage

Chavakala's squid attacks. The bite fails to hit anything, but the tentacles hit and an image pops. Chavakala swims to aid Quara with Pete. He grabs the rope and loops it over Pete's arms and secures it to his chest.

images: 1d7 ⇒ 4

The snake lady looks angry and moves deeper into the estuary. 5' move away She launches missiles of force at Atajay.

Damage: 4d4 + 4 ⇒ (3, 4, 1, 3) + 4 = 15

15 damage to Atajay

Raven: go
Quara: go
Americ: go
Atajay: go
Chavakala: go
Snake Lady


Waiting on Quara


@Amaric Are you sure you want to jump into the briny water with your spiffy expensive new clothes? lol


waiting on Quara am Amaric


@ Atajay, You are aware that with mirror image up that you have a 6/7 chance of hitting an image?


Atajay, I need a swim check from you, in order to cast DC:10


The snake lady K(Dungeoneering) leans with effortless grace away from Quara's blade. Even with the monster's acrobatics, the sword makes contact. However, Quara cannot overcome her hard scales to inflict damage.

The snake lady seeing Chavakala and Atajay jumping in with a splash causes her to release Pete, but poor Pete is weak and can only make a feeble attempt to swim to the surface.

The golden colored squid races towards the monster, who side steps the attack with ease. The woman snarls and moves away from the group a short distance 5'

Arcane gestures and sounds precede the snake woman morphing into several images

Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6

Quara: Round 2
Americ: Round 2
Atajay: Round 3
Chavakala: Round 3
Snake Lady


@Atajay, you can roll a K(Nature) check DC 10 to rule out a shark by movement of Blobs alone


@ Atajay You can see 3 dark blobs in the water. You know which blob is Quara. It's 20 feet deep, and the underwater group is 5' below the surface.


Quara: Go
Americ: Ready Action
Atajay: New Round
Chavakala: New Round: Squid pops at top of round
Snake Lady

As the others prepare themselves above water, Only Quara is brave enough to jump in with the monster. Her is vision blurred by the water, but she can plainly see a half woman, half sea snake biting into poor Pete's shoulder.

@Quara, you've used a move action, you can use a standard action and you are in melee range. K(Dungeoneering) to identify @Amaric, unless Quara can break the grapple, you will drop down to last in init, and the new round begins with Atajay.


Init: 1d20 + 8 ⇒ (2) + 8 = 10

Init Order
Americ: Go
Atajay: Go
Chavakala: Go
Monster
Quara

The woman with the roped burned hands cries Will none save Crusty B#tthole Pete?!?

The group peers into the water and can only see blurred blobs of dark color seemingly fighting each other.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Melee Underwater. Without swim speed, you'll need to make a swim check DC 10. Only piercing does full damage, all others are -2 to hit and half damage


Still need a Init roll from Chavakala


@Amaric Such expensive outfits are usually made from materials like silk and cashmere. Is this what you'll be wearing?


You will have 5 days before ship is ready

For two days the weather has been hot and muggy. Denizens complain about the drought they've been experiencing this month. The Crew of the Rabbit Prince seem popular in the little town.

On the third day, the sky is cloudless and the color of iron, promising another scorching day. The jungle wilts under the unrelenting sun, and the river is shallow, murky, and sluggish, with wide swaths of cracked mud exposed along its banks. To pass the time, some of Rickety’s off-duty workers invite the Quara and her companions to join in a game of ninepins in the shade of the boathouse and share a small cask of beer that’s been cooling in the waters of the estuary.

The group arrives at the boathouse to find a half-dozen of the locals setting up the game in the shade and another pair pulling on the rope where the keg of beer has been cooling in the water overnight. However, the rope jerks suddenly and one man is pulled into the water with a scream while the woman has the palms of her hands burned bloody where she was
holding the line. The screams and thrashing in the water indicate the man who fell into the water 5 feet below is not alone. The water itself is 20 feet deep here.

Roll Initiative


did you guys want to make an infamy check?

To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.


It will take 5 days for the ship to be upgraded. While Rickety Squibs is about the size of a village, It is a hub of trade for pirated loot, you should not have trouble with your purchases


You can replace diehard with +2 to fort save


yeah silver spear


The revelry carries on into the late of night.Sea chanteys mixed with hand accordions and mouth harmonicas overrun the howls of laughter and fighting. It won't be until morning when Quara finds out exactly how successful her bid is. A few seem interested, but the party soon makes most of the sailors incoherent.

With Arven gone, Penta can be seen looking bored, obviously there is no one who she deemed worthy of her attention. Raven seemed withdrawn and getting drunk does not lift her mood. She would have to be carried to her bunk later that night. Batango is nowhere to be seen. When you return to the ship later in the night, you notice his locker is empty.

--------------

1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
50 + 10 + 1d20 ⇒ 50 + 10 + (18) = 78

In the morning, you find that four of your crew along with Penta boarded the Intrepid which set sail this morning. Raven still unconscious, lays splayed in her hammock. Someone has drawn a pencil thin mustache with curling ends on her upper lip. Upon closer inspection, The mark is made with a special alchemical permanent ink. The mustache might as well be a tattoo. It makes one wonder, who might have done that to Raven.

Raven's mood is not improved once she rouses. Hake had offered her a job. This morning she leaves the ship to take it.

Quara finds 6 sailors along with the 2 new comers waiting at the dock. The Rabbit Prince Has more than a full crew now, but not enough to prize a captured ship yet.


Remember goods like

8 4-pound silver ingots (20gp each)
6 pearls inside colossal sea creature's tooth (75gp each)
422sp in assorted coins
512gp in assorted coins

scrimshaw shark's jawbone (250gp)
scrimshaw hammerhead shark skull (250gp)
harp made from orca jaw set with pearls (500gp)
walrus tusk set with gold and inlaid with map of Shackles (400gp)

Are full price

Magic Items, weapons, armor sell at half price

20 +1 bolts =2301

4+1 bolts= 460

Sale price 230


@Amaric

I think it'd be fine to go inactive. I wasn't aware it could be transferred before I made this board.


un-liquidated Loot

8 4-pound silver ingots (20gp each)
6 pearls inside colossal sea creature's tooth (75gp each)
422sp in assorted coins
512gp in assorted coins

scrimshaw shark's jawbone (250gp)
scrimshaw hammerhead shark skull (250gp)
harp made from orca jaw set with pearls (500gp)
walrus tusk set with gold and inlaid with map of Shackles (400gp)

4 +1 heavy crossbow bolts
1 silver spearhead
lesser bracers of archery

1 feather token (anchor)

@Atajay

If you liquidate the pool, I wish you would for a fresh start... remember you and Quara would only get a 1/6th share of the total each, as the remainder would go to the lost players.


1d10 + 5 ⇒ (8) + 5 = 13
1d10 + 5 ⇒ (2) + 5 = 7


@ Atajay if, you are assisting, it against the DC 10, and gives the supported character an additional +2 to the one roll to retention and recruitment used to determine final result, and you can use any of the three skills outlined. For instance, Quara has a +11 Diplomacy, your two rolls would add +2 on top of the +5 circumstance bonus.


@Chavakala

When summoning please post stats in spoiler tag. It will help me a great deal. Thanks


It takes a few hours for Quara and crew to hammer out the changes they'd like to make. Hake slides beads on his calculator, and looks up. If'n you're needin' to help keep yer crew and add some more. I got a large shipment...10 barrels of Ale and 5 casks of rum I can give yas. Drunken sailors are more apt to join in yer ventures.

With the upgades and booze...Let's call the debt owed 20,000. Hake spits on his hand and stretches it out to Quara to seal the deal.

Should the group agree to booze...During the partying tonight, The booze will give you a circumstance bonus of +5 to retention and recruiting rolls. Make 1 roll for retention and/or 1 roll recruitment (assists are ok) using Bluff, Intimidate, or Diplomacy. Every 5 over DC 20 increases retention and recruiting


LitanyOfCurses wrote:


19875 gp to Hake

Below are the new statistics for the Rabbit Prince

The Rabbit Prince (Sailing Ship)
Colossal ship
Squares 3 (30 ft. by 90 ft.) Cost 23,250 gp
DEFENSE
AC 2; Hardness 7
hp 1,620 (sails 360)
Base Save +6
OFFENSE
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
2x Ballista 500 gp 3d8 19–20 120 ft.
The ballista can be mounted fore and aft on main deck with 270 degree arc.
Ram: Ramming Damage 10d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor)
+2 bonus on all sailing checks
4 x Smuggling Compartments
Movable Deck
Control Device steering wheel
Means of Propulsion 90 squares of sails (three masts)
Crew 20
Decks 3
Cargo/Passengers 150 tons/120 passengers


Increased Cargo Capacity

Benefit: The ship's cargo capacity is increased by 10%.

Cost: 1950

Movable Deck

Cost: 5200

Ram

Cost: 1,000

4x Smuggling Compartments

Cost 500 gp per 5-foot-square compartment

Broad Rudder

Benefit: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.

Requirements
Craft (ships) DC 16; Cost: 500 gp

Sturdy Hull

The ship's body has had additional supports and layers of wood added to it, making it thicker and more resilient.

Benefit: The hull's hardness is increased by 2, but the ship's cargo capacity is reduced by 10%.

Requirements
Craft (ships) DC 16; Cost: 1300

Rapid-Deploy Sails

The ship's rigging undergoes a wholesale change as improvements in engineering enable the sails to be raised and lowered much faster than normal.

Benefit: Any sail adjustments can be made in half the normal time, granting a +1 bonus on all sailing checks.

Requirements
Craft (sails) or Knowledge (engineering) DC 25; Cost: 1300

2x Ballista 500 gp 3d8 19–20 120 ft.

The ballista can be mounted fore and aft on main deck with 270 degree arc. You will need to add weapons ports to add anything more

Using a downpayment of 1 plunder. The price of the upgrades come to 13,250 gp

Your team will need to pay back 19875 gp to Hake

Please let me know if this is finalized, and we'll move forward


the refitting, will give you plenty of time. If you plan on taking ships as prizes, you'll need a prize crew in addition +18-20 crew, 1 additional Plunder

Edit: To clarify you can try and recruit from attacked ship, but only get 1 day to do so, the rest of the crew either need to be put to sea or killed. I will give situational bonuses


Hake squints at the newly minted captain. He pulls a pipe from his jacket pocket and takes a few seconds puffing it to life. Aye. No shortage of scurvy ridden sea legs lookin' to put their mark for a share of plunder.

At some point, the PCs will no doubt be interested in acquiring more sailors for their crew. They may do so at any port or settlement, or upon the successful capture of another ship, by making a DC 20 Bluff (to trick sailors on board), Diplomacy (to convince people to join the crew), or Intimidate (to press-gang new crew) check. Each such check takes 1 full day, and a successful check results in 1d4+2 new crew members for the PCs’ ship. pirate crews do not have a daily wage. Instead, they are paid shares of the ship’s plunder taken in acts of piracy, when that plunder is sold. Rather than try to recreate the complexity of share amounts for historical pirate crews, the PCs should simply deduct 1 point of plunder from their total each time they attempt to sell plunder. This represents the shares of the plunder paid out to the crew, regardless of the actual amount of gold received for its sale.


Hi Nachni,

you'd be 4th level use WBL for equipment.

I believe the point buy is 20. Full hp 1st, roll, or use average after.

The group is mostly good aligned, but you can play any alignment other than CE.

2 traits, one must be from Skulls and shackles players manual.

Pathfinder Classes/feats/traits/Archetypes.

I think the group could benefit from divine/martial or divine character most, but you can play anything you want.

Please wiegh in on ship modification if you like


Well its been a week since Quara posted, and almost 2 weeks for Raven.

Do you know of any proven posters in your other game who might be interested?


@ Crazy

for HP you could take 10 hp for 1st level, then use the first 3 rolls for 2nd-4th...and save the 10 roll for 5th level once you reach it, if you'd like


@Atajay

You currently have 1 plunder in the hold of your ship.

for ship improvements 1 plunder = 1000gp

Rickety offers to underwrite their burgeoning careers as pirates as a major shareholder in their ship; the PCs will have to pay him one-third of all plunder
they recover until they have paid him off in an amount equaling 150% of the refitting costs

Realistically you could pay back 30-40k in improvements, if you prize the ships you attack...selling them as well as taking plunder.

@ Crazy

Drop 1st roll

Full Name

Brother Ezekiel Abel

Race

Human

Classes/Levels

Cleric 5

Gender

Male

Size

M

Age

36

Alignment

LG