Skeleton

Old Grimbone's page

43 posts. Alias of Valedictus.


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The captain looks at the ever growing crew approaching him.

"That's quite a rabble you have there... Anyways, we set sail at dawn tomorrow. Feel free to set yourselves up in one of the spare cabins. You'll have to cram yourselves all in there... maybe the hound would prefer the air on deck... in any case, feel free to do as you please until then. And be ready for some work."

The captain returns to his men, bellowing out orders.


The skull speaks up.

"I reckon where we're going we'll find a way back. Though I'm curious pirate, Zaveena IS a name I remember faintly. We'll need to speak of this one day."


"The place doesn't have a name as far as I can tell. In fact, I have never visited its shores... I simply made a promise to do so."

He gives you all a hard eye.

"What say you to sail with me? I'll drop you off wherever you wish to go and I'll take the Maiden afterwards. All I ask is that each of you works his share on the ship."


The Captain looks at you with a faraway look in his eyes.

"Her name was Zaveena. She and I traveled on the Maiden once, when we were young."

He gets a hard look in his eyes.

"And what about you folk... what has the Maiden got to do with you. And no more jabber from the voodoo skull."


The skull looks at the man.

"I don't recognize him... but many years have passed."


No peeking:

Will Save: 1d20 + 12 ⇒ (17) + 12 = 29

"I'd put that book away friend if you value your life. However, on the subject of getting the Maiden, I'm afraid I can't allow that. I made a promise to an old friend a long time ago that the Maiden would sail to a very special place and I'll be damned if I'll allow anyone else to take her."

He gazes out to sea and to the rest of his men.

"The sea calls to us mates."

He turns back to look at you.

"And I'd rather die than ignore her."

Sorry again, it seems that my computer's been having issues when submitting text so this time I've saved it on a notepad document. Hopefully it will make it through.


Oh my goodness... I thought I had posted a week ago and that no one had replied. Now I see it's just my post that didn't make it.

I will make a full update when I wake up.

Apologies people.


Hmm well that ain't too good in it? I'll make a full post tomorrow, just finished moving and my girlfriend needs me.


"It's a ship... and I hope you are jesting or it won't be funny in a moment."


I'm away for now but I'll see to getting a full description up.


I assumed everyone who walked out followed Vedic to the wharf... unless I'm mistaken.


Oh goodness, I have a feeling the term "going in hot" will apply to this group quite often.

As you break from cover, and as Vedic brazenly announces himself, the pirates all cease what they're doing. Most of them just gawk at the sight.

Those who stayed behind currently have cover and are considered hidden.

The tall man, undeniably the captain of this band now that you have a closer look at him, steps down from the Maiden and advances towards you, sword still sheathed. What you took for a crimson overcoat is now shone to be a gray overcoat stained with blood.

On closer inspection, it looks like the pirates have all been through some rough times as many sport recent wounds.

The man steps up to Vedic.

"And what manner of question do you have mate? Maiden catch your eye? Of course, I doubt you'd be out here for any other reason... So tell me... what are you doing here?"


Old Grimbones harumphs.

"The maiden IS a ship... bless my bleached bones if I had my arms again, I'd wallop the lot of you."

Your survival checks allow you to make the journey in short time, taking only around 6 hours of trekking through light underbrush and jungle. You managed to avoid a flight of bats and a prowling jungle feline without any problems and have now arrived at the makeshift docks where the Maiden is berthed.

= = = =

The Maiden sits at high tide, docked at a rickety wooden wharf. From where you are you can spot a half dozen men and women of rather rough appearance... obviously pirates.

A tall man appears on deck and begins bellowing orders around.

From your vantage point, you are roughly 150 ft. away hidden within the bushes.

The skull whispers to you... "That be her... she's certainly seen better days..."


Old Grimbones speaks up.

"Too right she ain't boat you heartless fiend. She's a proper ship as our friend here so clearly put it. Now, if you are all ready, and as soon as our new friend here wakes up we can be off."

I would need a survival check from anyone who wishes to help in plotting through the jungle.


Old Grimbones pipes up.

"I reckon' if they be trying' something you can always just run 'em through. Now, if you want to make it before we die of exhaustion, the Maiden is still a good day away... I hope you all brought a lunch."

Your sense motive checks show that he is being honest. The other one is unconscious.


I love the pooch.


"Mighty kind of you... We're sorry about causin' trouble. We just hoped you would have left the skull behind when you left."

He leans in towards the skull.

"Do you... do you think the Night Maiden still be intact oh skull?"

Old Grimbones answers.

"Well I should hope so. Why are you interested in my Maiden?"

The man replies.

"Our pa' sailed on her as a child. We heard the name mentioned and we'd dearly love to spread his ashes aboard her... or at least get the chance to see her sailing once again." He looks up. "The name's Danyell. That there's my brother Creg. We truly meant no harm, honest."


Alright, does everyone agree with letting the man check out the skull? Kilgar is currently holding it. Also, haven;t heard from Thomas in a while... if he doesn't post in, I'll re-recruit, trying to get a healer.


The man hesitates for a moment... then drops the sword.

"Meant no 'arm mate. Me and me mate here just heard ya' mention some treasure and we were just gonna ask that skull there a few questions. Honest."


Aras Vinter wrote:

Aras smoothly draws his greatsword as he closes the gap between himself and the unconscious man of unknown origin, lowering the blade to the man's neck. Glancing over to the still standing swordsman, Aras smiles grimly.

"Drop the blade and collect your friend. Continue in this foolishness and he pays the price."

Anyone want to try an Intimidate check with that?


Kilgar, Vedic and Mario are already outside when the two men head out. Robert and Aras walk out behind them. Unless everyone absolutely demands a battle map, I prefer to not use them and simply describe. Kilgar, Vedic and Mario are roughly 10 feet away from the two men when Vedic unleashes his color spray. Aras and Robert are another 15 feet behind the two men. There is no one else in the street at the moment.

Initiative
Vedic: 1d20 + 2 ⇒ (10) + 2 = 12
Kilgar: 1d20 + 2 ⇒ (20) + 2 = 22
Mario: 1d20 + 4 ⇒ (17) + 4 = 21
Robert: 1d20 + 3 ⇒ (5) + 3 = 8
Aras: 1d20 + 0 ⇒ (4) + 0 = 4
Unknown Men: 1d20 + 4 ⇒ (9) + 4 = 13

Assuming Mario and Kilgar do nothing except what they stated, Vedic's color spray goes off a moment before one of the men dodges to the side. His companion on the other hand, draws a sword from his side.

The color spray goes off and...

Unknown Man #2 Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
Length of Color Spray: 2d4 ⇒ (4, 2) = 6

... the man passes out on the ground, twitching occasionally. His partner also draws a sword and is now pressed against the building, still the same average distance as earlier.

Robert and Aras, you can take a 1st round action, while Kilgar and Mario can make their 2nd round actions.

And if everyone could put the useful information such as health, saves, initiative and perception in their profile names, that'd help enormously.


Aras: The men seem indistinct. They both wear cloaks and have no telltale marks that you can see.

Just going to wait on the rest of the group to check in before starting what might be the first round of combat, depending on Kilgar and Vedic's actions.


As Kilgar grabs Old Grimbone and heads outside, the two men finish their drinks and follow.

Kilgar, you have a minute of rounds, though I doubt you need it. Do you want to walk further away? Take them head on outside the tavern? As for the others, does anyone leave with Kilgar or do you wait for the two men to exit first? How much time do you give them before following?


"Well, if it were up to me, you could just take me out of the tank and we could be off."

The skull glances towards another table where two men sit quietly hunched over their drinks, before proceeding in a whisper.

"But I reckon those two have been listening in on us. I suggest we either do this quietly and leave or cause a commotion. Of course, you could always just wait outside and see if they follow..."


The skull bobs every so slightly closer to you, nudging the octopus in the tank at the same time.

"Sorry there chap, mind the tentacles...

"And sorry to disappoint, no Chelish frigates be for the taking. I speak of me own ship, The Night Maiden."

"Don't be fooled by my appearance friends, there's more to me than meets the eye. When the old captain and crew eventually made their way back, we were waylaid by bloody corsairs. In panic, I prayed and screamed for aid... and it came in a torrent of blood and claws. The devil asked for payment of course, and when I could offer none, it sought fit to curse me with undeath and dismemberment."

The skull glances slightly to the bartender.

"When Gant here went and unearthed my head from the sandy beach I wound up on, I slowly began regaining my memories. Not only that, but I feel connected to the Maiden in ways I could not explain. I sense her just outside of port, maybe a day's walk up the coast. I can sense presences though, maybe a dozen at most... vile curs, befouling my beautiful ship."

"If you take me with you, I can just as easily guide you. If you can bring me back to my ship and get rid of the villainous scum that sail her, she'll be yours for the taking."


The talking skeleton head in the aquarium finishes his speech, and begins simply floating around muttering nonsensical gibberish.

You all sit back down at the bar and order some drinks.

As you ponder the matter, the skull pipes up once again.

"You know... if you be seriously considerin' finding these islands, you'll be needin' a ship... I just so happen to know of one that may suit your needs... you might need to liberate her so to speak but she'll be free for the takin'. After that we can speak of crew and equipment... what say you?"


Sorry, was at my girlfriend's house all day. I'll start the gameplay thread in a few moments.


Oh my god Robert, I apologize, completely forgot about you. I thought I'd put a post saying you'd been accepted!

So yeah, that's all 6 slots filled!


@Tomas: Yes but it didn't say which skill/save you took. And no, average hit points for animal companions and familiars.


There are no secrets for ol' Grimbone.


Everyone's in time.

Vedic Boreal: Wizard
Kilgar Gravelheart: Ranger
Aras Vinter: Barbarian
Mario Nedraid: Rogue
Tomas Skeat: Cavalier

"Red" Ramage, your character is indeed extremely similar to Aras (including profile picture which I find quite amusing). We do seem to be missing any form of healing potential however, and I would be willing to allow a 6th member if he could pull that role.

Aras, Mario and Tomas, I've looked over your characters and they've all been accepted.

@Tomas: I didn't see what your skill/save bonus was.

As for the matter of hit points, it's maximum at all levels. And unless you find a healer, you're going to need them.

Any further questions from any accepted players should be asked on the discussion board while others can continue posting here.

At the present time I'm only willing to accept a 6th player if he plays a prominent healing role.


I on the other hand am not familiar with this one. Where's it originate from?


Kilgar Gravelheart wrote:
Here is the dwarf of doom!

Sounds great! Looks like I may have to give Kilgar a means to vent his frustration on some old foes.

Confirmed as a player, welcome to the team!

2-3 posts left!


Vedic Boreal wrote:
I added a short description of vedic's earlier adventure as a trait.

Seems great!


Discussion thread.


Sounds great, as mentioned above, the campaign literally begins after the talking head finishes his little speech.

If you're fine, I'd love to confirm you right away, which would leave 3-4 slots left for other players.


Vedic Boreal wrote:

Doomed Hero here.

This character was originally made for a different game, but this seems like it would be a fantastic fit for him.

Vedic is a dungeon delving wizard who is looking for clues to his own lineage. He's calculating, driven and resourceful.

His backstory is vague enough that it could be worked into just about any plot, and is a built in motivator for him to be deeply invested in whatever the story happens to be.

As for me, I'm a dedicated poster with great writing skills. Character development is my favorite thing about roleplaying, so I'm always in it for the long haul.

Please let me know what you think.

Hey there,

Just read through Vedic and the backstory is great and definitely can fit into Ancient Heartbeats. Exploring ancient ruins and deciphering the past definitely will happen so you should feel right at home.

He'd just need to made 2nd level and have a description of his horrible misadventure and he should be ready to go.

Also, I like how we're getting some frost based magic out here in the jungle. Should shake things up.


Thank you. You're the ones talking with a skull inside a fish tank though.


dfsearles wrote:
Dotting. Will work on character cocept tonight.

Awesome! Glad to see some interest!


ShadowyFox wrote:

Ok, so coming up with the dwarf freebooter ranger. I think that sort could stand up to trekking around.

I'll have his fluff and crunch put in momentarily.

Sounds great, I loved your Sawbones character... is he from the Skull & Shackles game with Bjorkus and cie?


Also letting you know that we'll be using an Expedition subset of rules. It's super simple, and essentially involves forming groups of NPCs and sending them out on missions of your choosing, freeing up your own time.

We'll get into this when the game starts and you begin.


Glad to see such swift applications.

Some handy advice to all players, this will take place in the middle of an unforgiving wilderness (at least until you claim some of it for your own).

Make sure your character isn't one who's going to drop dead after a few hours of jungle trekking.

This campaign will consist of exploring everything from jungles and soaring mountains to shipwrecks at the bottom of the sea, tomb robbing, archaeological discoveries, monster hunting, etc.

There's going to be a lot to do.


There's a rhythm to these lands.
A definite drumbeat, echoing from soaring peak to sodden shore.
These ain't no ordinary islands lad... These islands are the stuff of legends.
Gods once trod the screaming jungles, climbed the bitter peaks and dove the ever-downward caves.
I never once set foot there me'self... but I came close. Fool of a captain had run off course. Rather than risk making shore he sailed on into a hurricane the fool.
But if you listen to my tale... and if you be brave enough and willin'...
Old Grimbones here will tell you where to find it.
Making it back alive however... that's up to you.

- Old Grimbones, Animated Skeleton Head at the Black Gull Tavern

= = = = = = = = = =

Ancient Heartbeat

The adventure begins in the Black Gull Tavern in the seedy harbor town of Anchorfall. Down on your luck, and willing to risk it all, you've gathered here to speak with Old Grimbones, a talking skeleton head kept in the aquarium tank along with algae, an octopus and a couple of sea snails.

Known to spout random bits of information, the skull ends up giving you the above speech and the adventure begins seconds after as you are all gathered around the aquarium.

Character requirements are as follows:

- 2nd level characters. Each of you has already been on one disastrous adventure before (see below.)
- 20 point buy
- 1,000 gp starting gold.
- 1 starting trait.
- Clerics (or any other Domain user) select any domain they wish. There are no deities. Instead, you follow your domains per say.
- As mentioned, each player must write a short description of his horrendous first adventure and select a single skill (Climb, Swim, etc.) and save (Reflex, Will, etc.). He gets +1 to the selected skill and it is always considered a class skill and +1 to the selected save. The skill and save must be related to this horrible adventure.

Material may be taken from any official Pathfinder sourcebook.

We will be using a variety of systems from the Ultimate Campaign, most notably the exploration and downtime rules as well as the Mythic Adventures. The moment of becoming Mythic is already planned out so no need to think of this for the moment.

= = = = = = = = = =

Any further questions should be submitted below.

I aim to being as soon as 4 candidates have a written up character. I do not plan on taking more than 4, 5 at the most.

Flavorwise: Treasure Island, Indiana Jones, Tomb Raider, Isle of Dread, Savage Tide/Serpent's Skull (in some small ways), etc.