Devis

Young Tully's page

356 posts. Alias of The Crusader.


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Due to some upcoming major life events, I am going to wiithdraw my application.

Thanks for your consideration. Please know, I am only withdrawing because there will shortly be several weeks where my posting will be irregular at best. It looks like you'll have a strong crew, regardless. Best of luck to all!


I updated Tully's stats and bought most of his equipment. Spell selection is still a little up in the air for me, and may be partially dependent on party composition. But, crunch is largely complete.


ShadowyFox wrote:
Grumpy peg legged pals?!? I like it!
Faratim wrote:
@ShadowyFox that would be fantastic!!!

Bah! You both came late to the Peg Leg Party. But, you're welcome to hobble up on deck with me. =P


Contribution: Tully is built for utility and enhancement. In combat, he will contribute with buff/debuff, utility spells, and battlefield control. Though, he will not be shy about stepping into melee either, primarily with maneuver controls, like trip and disarm. Outside of combat, he is highly social and has very relevant knowledge skills, and some general abilities as a sailor. He can contribute meaningfully from a leadership position, or from the crew.


May I present for your consideration, Young Tully.

Character Stats:
Young Tully
Male human sea singer 1
CG Medium humanoid (Taldan)
Init +2; Senses Perception +3
DEFENSE
AC
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1 (+4 vs bardic performance, sonic, and language-dependent effects)
OFFENSE
Speed 30 ft.
Melee
Ranged
Bard Spells Known (CL 1st)
1st (2/day) – cure light wounds, sleep (DC 15)
0 – detect magic, light, message, prestidigitation
STATISTICS
Str 12, Dex 15, Con 10, Int 13, Wis 8, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Dodge, Weapon Finesse
Skills Acrobatics +6, Climb +5, Diplomacy +8, Perception +3, Perform (sing) +8, Profession (sailor) +4, Stealth +6, Swim +6
Languages Common, Polyglot
SQ bardic performance, distraction, fascinate, inspire courage +1, sea shanty, world traveler
Traits Pirate, Peg Leg
Gear
Additional Gear

Traits:
Pirate: Although you might prefer life on board a ship, you often end up in the water for some odd reason. Benefit: You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you. You might also have a peg leg or a hook for a hand, but that’s not so helpful.

Peg Leg: One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.

Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid—a tavern in Port Peril—was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks...

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Background:
The rain lashed off of the tarpaulin above him. Ostensibly, the cover had been rigged for his comfort. Though in truth, the rain seemed to come from every direction but directly above and he was thoroughly drenched. It was blowing a three-reef gale directly from the south, and despite the Mediogalti storm-runner's more weatherly qualities, she was making prodigious leeway away from her intended destination.

Port Peril was no more than a looming grey shadow on the horizon. At this moment, it stood due south, which meant it was right in the wind's eye. The ships petty officers were stirring, which could only mean that the ship was soon to go about on the other tack, an evolution which would call for "All Hands".

A rogue wave caught the bow right as 'Young' Tully moved towards the ship's railing. He fetched up hard against the netting, the movement dispelling the last vestige of his control. Grasping the rigging with the strength of desperation, he leaned as far out as he dared and surrendered to his sea-sickness. The first excruciating qualm passed and he mastered himself as the boatswains piped the call for all hands. Tully held his place at the rail, so as to make himself less of a nuisance as the hands went about the business of the ship.

When the ship was comfortably on the starboard tack, and the watch dismissed, he went back to the labor that had drawn him on deck. The next item he pulled from his 'dunnage', that strange nautical term for luggage had caught him off guard at the Westcrown docks, was a dagger with his noble House Tilernos crest engraved into the handle. The silvered item was lovely to look upon, but purely ornamental. He doubted the temper of the steel would survive striking anything thicker than parchment. With the casualness of a life of privilege and wealth, he tossed the dagger into the sea and dove back into his bag for more of his past life.

Ledgers, duplicates of course, of the family holdings in Corentyn. His flimsy excuse for escaping Westcrown and his overbearing father's house. They went overboard easily. Several novels, high adventure in the high seas, the trappings of childhood fancy, were the next to find the deep. These two were technical manuals, Gannymeade's "Seamanship" and Claiborne's "Navigation in the South Sea". They were worth keeping. Noble's finery, not so fine after weeks at sea, was the next victim, though. Slowly, piece by piece, Master Aloysius Kejanus Tilernos, was abandoning his former life. Finally, he lifted the last bag, overturning it on deck.

The last article of his past clattered to the deck. He picked up his father's old iron holy symbol. His father, Kejan Tilernos, Patriarch of House Tilernos, one of the twelve rulers of Westcrown, and a staunch Paladin of Iomedae, had never given up hoping his son would eventually follow his path. Right up until the day the shark had mauled him as he played in the surf. After that, the lectures had stopped, and the training, the daily regimen, all the attentions his father had heaped upon him.

Tully suspected his father had easily seen through his "desire" to check over the family's estates in Corentyn. But, he had let him go all the same. Tully would never be a Paladin, even before the attack. There was too much of a wild streak within him. All he had to do was cast this last trinket into the unfathomable depths to be forever done with his past.

The wind had backed several points, and moderated so much that only a single reef was necessary. If they could hold this course for another few hours, they would easily weather the point. Then a single tack would fetch them into the harbor within half a day. The choppy seas had calmed substantially, and Tully was once again master of his stomach. The rain and spray felt refreshing, rather than disheartening. 'Young' Tully swayed easily with the motion of the ship, free of his past...

This is rebuilt from a character I originally created for another S&S game. I played through the first book, though I believe that it was pretty heavily modified by the GM. Things I have seen from other players lead me to believe that many things were left out of the version I played, though I have not verified this in any way.

I have no problem posting twice per day, weekdays and weekends.

Are we rolling for starting gold, or do we start with max per class?

Thanks for considering!


Male Human Sea Singer 1

DM Jonasty and Everyone,

I really want to be patient... But, with my work schedule, online gaming is the only gaming option I have. I also can not maintain too many games at once. So, after nearly two months without an update, I'm left with the option of going without any gaming, or looking for a new game to join...

Please understand, this is troubling for me. I have really enjoyed our game, my character, our group, and our DM.

I will continue to check in on this thread in the hopes that it restarts in full before I accept admission into another game.

Regretfully,

Jonathan
a.k.a. Young Tully


Male Human Sea Singer 1

Looks like Jirobo made it into the RPGSS Top 32! Way to go, man!


Male Human Sea Singer 1

Callum said he'd probably be out of contact until the 28th. So, I think we're all accounted for. =)

FYI, I fractured my ankle at work on Saturday. Lots of laying around time, at the moment. But, once I can return to work, I will likely be buried for a while catching up while only moving at half speed.


Male Human Sea Singer 1

Glad to see you back.


Male Human Sea Singer 1

I hope we haven't lost Jonasty.


Male Human Sea Singer 1

DMJ, I hope you're feeling better. Any eta on when the game will be picking back up?


Male Human Sea Singer 1

Sigh... When I came into work, today, it was still 2012... Happy New Year!


Male Human Sea Singer 1

Merry Christmas!


Male Human Sea Singer 1

To answer question 1, Callum: No, we couldn't get the Silk Sails and have enough left to make purchases out of the loot pool for things like rings and wands and cutlasses. So, they were not added.


Male Human Sea Singer 1

Knowledge (local): 1d20 + 8 ⇒ (18) + 8 = 26

A fat prize for us, lads! Courtesy of our friends the Apsis Consortium! Aim for her sails and riggings! Leave her wallowing!

Tully grabbed a crew member, dragging him over to the ballistae. Load a bolt when I say.

Fire Ballistae targetting sails: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 3d8 ⇒ (2, 1, 5) = 8


Male Human Sea Singer 1

We have plenty of cargo space, and insufficient men to crew two ships. We could easily fire back at her, in the hopes of disabling her.


Male Human Sea Singer 1

Everyone, add the following to your inventory:

Callum: Tidewater Cutlass, Potion of cure moderate wounds, 52 gp 5 sp 4 cp.

Tylos: Wand of mirror image, Potion of cure light wounds, 715 gp 4 cp.

Ko'ulu: 1750 gp 4 cp.

Xanxan: Amulet of Natural Armor, Potion of cure light wounds, 750 gp 4 cp.

Jirobo: Spyglass, 1375 gp 4 cp.

Tully: Ring of Swimming, Masterwork Handaxe, 347 gp 4 cp.

Black Queen's Mercy: Boarding Pikes x12, Light Crossbows x9 w/ 200 bolts, Leather Armor x8.

I added the ship's inventory to my profile page, if you ever need to reference it.


Male Human Sea Singer 1

Actually, Jirobo could easily do it from the crow's nest. The player's guide lists that under the aid another heading.

Besides, you don't want Tully aiding another, when he has a monopoly on all the Bardic Performance: Inspire Competence (+2 to one skill) which he will now use...


Male Human Sea Singer 1

An excellent plan, Tylos!

Tully stared at the compass just above the wheel. Wind's to the suth'ard. They're sailing by the lee. Best to place it off their starboard quarter. Don't give them the option to turn away, lest they turn into the wind's eye.


Male Human Sea Singer 1

NO! More competition for me! Aaack! Oh, well. Best of luck to you, and me, and all who decide to participate!


Male Human Sea Singer 1

Tully stood in the hold, scratching away on his slate. A gallon per head, per day, with spillage and ullage figured in... Yet, we seem to be using almost half a barrel too much, in less than two-days' time. Over the course of a month's sailing that would put us at... BLAST AND DAMNATION! Tully startled the crew in the hold. If I'd wanted ledgers and accounts, I would have stayed in my father's house!

Just then, from the deck, the call came down...

Jirobo wrote:
Sails to the east!

Tully and the crew scrambled up the companionway to find half the crew in the shrouds staring at the ship on the horizon.

Callum wrote:
Given her speed, we can easily catch her.

By all means, let us pursue! Jirobo, what kind of ship do you make her out to be?


Male Human Sea Singer 1

This may just be something we need to run once to see where the problems are, and make changes.

DMJ, have you looked on the S&S boards? I've seen plenty of pbp's for this AP. Maybe someone else crafted a good solution.


Male Human Sea Singer 1

It's an unusual situation.

A long time ago I ran a sort of mini-campaign for my friends while our DM was unavailable for a few weeks. Part of the adventure had them using a ship to board another ship to free some slaves before they reached the city. (This avoided some legal hang-ups for a Paladin in the group.) I looked for the document, but I must have deleted it (or, gasp!, hand-wrote it!).

The way I worked it out, though:

The captain of the ship was doing the sailing. But, to avoid getting his crew involved in something illegal, the PC's would be his crew. He was good enough of a sailor to close the ships and initiate boarding, but everything the PC's did to aid that granted a bonus or negated a penalty of some kind (I wish I could find it!). When the ships grappled, the outcome of the PC's "help" determined initiative, whether they got a surprise round on the crew or vice versa, gave them bonuses or penalties in the fight, and determined how long they had to complete their mission before the city's warships closed on them.

Obviously, all of that was situation specific.

Basically, it looks like you start anywhere from 120 - 300 feet apart in a randomly determined direction, with the wind in a random direction. So, we're pretty well out of weapons range until we close some of the distance, which could take any number of rounds.

Hard to handwave much of that away without nullifying Callum's character build (driver feats and all). Maybe, you could make a number of rolls for both Callum and a predetermined Aid Another-er vs. the enemy, and determine the likely outcome to give it sort of an inevitability.

DM: "You will likely close in 8 rounds. You will likely close to weapons range in round 6. Post your actions."

Tully: "In round 4 I cast Gallant Inspiration to add 2d4 ⇒ (1, 3) = 4 to Callum's failed check."

DM: "You will now likely close in 6 rounds. You are in weapons range for rounds 5 and 6."

Re-reading that, it can be kind of clunky. I'm out of time until later though. So, food for thought...


Male Human Sea Singer 1

By my reading, after the chase portion of events, when combat actually begins, it basically becomes a series of counter-rolls to force a boarding action. So, options:

A maximum of 1 character can Aid Another on Callum's sailing checks to gain the upper hand. Does that preclude other ways of helping? For example, can Tully use Inspire Competence to improve Callum's bonus to sailing checks? Could he also use spells like Gallant Inspiration to assist?

Once the range decreases, PC's can make attacks or grapple checks, or cast spells against the enemy ship or its occupants. This is likely the most effective use of our rounds. If we can pick off the opposition while we're closing in, or damage the steering/propulsion to end the chase or end it more quickly, that's probably what we should do. Also, spells and abilities that prevent them from doing that to us would be helpful...

Prepping/pre-buffing for the fight to come. Yeah.

Clearing the ships boats, repairing damage to the ship, helping crew wounded by enemy arrows, etc... Some of this will depend on how the lead-up to boarding goes. If they have a ballista, and they are using it, we may need to have a response outside of merely "Return Fire!"

That's all I've got at the moment. I'll give it some thought while Christmas shopping this evening with the fiance. (It's a lot of standing around holding her purse. Plenty of time for thinking... =P)


Male Human Sea Singer 1

End of month/End of quarter is going to consume the next couple of days for me. Probably won't be available to post much until Sunday or Monday. Bot me as necessary.


Male Human Sea Singer 1

Personally, I feel that until we have enough crew to fully run two watches, we shouldn't be trying. I would rather shorten sail, and run an anchor watch at night, and have a full strength crew during the day. At Bloodcove, we can pick up some more crew, and whenever we are able to take a prize should hopefully add a few more. It shouldn't be too long before we are able to run at night. Hopefully by that time, we will have leveled once or twice and have an efficient backup driver/prizemaster that can basically take the night shifts.

As far as daily ship life goes: I would say normal ship routine could be::

Everyone works during the daytime hours. Basically, Sunrise-Sunset. At Sunset dinner and rum rations are served and entertainment begins. Then we shorten sail and one officer and 3-5 of crew take the first anchor watch, to be replaced after 4 hours by another officer and crew. This arrangement will be adjusted as the ship is more fully manned, but we could return to it, say, if a prize were taken and both ships are running with partial crews.

Punishment to be handled as follows:

Venal Infractions (i.e. failing a job check) - Loss of rum ration, confined below decks during the meal and entertainment, assigned to cleaning the head/bilges, etc.

For Greater or Repeated Infractions - A tribunal of officers convene a "drumhead" court once a week, the cases are presented, judgements made and administer punishments. These may range from floggings all the way to hanging, for very serious violations.


Male Human Sea Singer 1
DM Jonasty wrote:
going forward can someone be responsible for the party loot? With the new Plunder system in place, this will need to be tracked along with party loot and having it in one place would be helpful. Tully, I don't necessarily want to volunteer you for that but you are doing a bang up job so far, would you mind continuing this?

Aack! I've been pressed twice! =P

I've got no problem tracking the loot. But, I would rather not hold the game up for loot decisions. Up to this point, we seem to have been a little... non-committal.

So, from here on, I'll post the list with the prices and the total amount we each get. Everyone will get a chance to make a claim on any of the loot. Any claim-conflicts can be resolved either /ooc or by rolling off for the item. If an item is too expensive, you can either add the difference in gp, or you can "sell" an item you possess to the loot pool. Please make that clear in your post. If you don't want any of what's available, please post that to expedite things. If you don't make a claim, after a reasonable period, I'll assume you're just taking the cash.

On a more specific note, the Silk Sails are one upgrade too far, as expenses go. It'll have to be something we add later, I'm afraid. I removed the weapons for the crew and the cure light/mod potions from the loot pool. They'll be party loot. Anything else you want, you'll need to make a claim for.

Last Chance Repost! After all costs, each PC gets 1750 gp 4 cp:
Tidewater Cutlass 1697.5
masterwork handaxe 153
masterwork dagger 151
masterwork cat-o'-nine-tails 150.5
6x spears 6
2x daggers 2
punching dagger 1
whip .5
shortbow 15
3x screaming bolts 20.55
bracers of armor +1 500
amulet natural armor +1 1000
wand of mirror image (23 charges) 1035
8x oil of taggit 360
1x dark reaver powder 400
potion of blur 150
2 potion water breathing 750
6 alchemists fire 60
Shackles of Compliance 1405
spyglass 375
ring of swimming 1250
lesser bracers of archery 2500
Sale loot 2027.2

Callum has already claimed the Tidewater Cutlass. I'm making a claim for the Mwk Handaxe and the Ring of Swimming. Everyone else, please make your claim with your next post. [/quartermaster]


Male Human Sea Singer 1

VAST HAULING, THERE! These aren't barrels of pig iron, you swabs! Watch those tackles or I'll see you swab out the head every day of this voyage. By the gods, one more look from you like that, and I'll have you at the gratings! Then we'll see what Mister Ko'ulu makes of you!

Tully ran from the deck to the hold, and back again. No, no, no! These go over there! All the way to the top. No, wedge it in there. Yes, it has to be jammed! What do you think happens when the ship rolls, you scabs?!

Mister Xanxan, I'd be greatly obliged if you would take these men and one of the boats to the estuary and see that all the water casks are filled to brimming. Mister Jirobo, kindly check those casks of rum. Keep a weather eye for leaks or discoloration around the banding. Mister Vielent, all the firewood has been bundled and it's lying there on the beach. Please oversee these men as they get it transferred to the ship. Mister Carnvegas, before he comes back with the wood, please see all this raffle stowed away in the cable tier. Mister Ko'ulu, this lubber thinks to shirk while everyone else is at their labors. Encourage him back to his duties, if you please.

The last few hours passed at a frantic pace, as Tully struggled to oversee the embarkation of the final stores. Finally, panting and sweating, he shouted, Stores are all aboard, Captain. Haul in the boats, lads. We're set to sail!


Male Human Sea Singer 1

Fishguts thinks the late usurper Plugg was on course for Bloodcove. Though it hardly sounds a paradise, it may be just the place to begin. Harrigan sailed in the other direction, so we should be safe enough in anonymity once Master Hake finishes squibbing the Mercy.

I listened to the rumors around Port Peril, before I was pressed. But, everyday since, my knowledge grows more outdated. There's nothing like a free port for picking up the rumor mill, though. Shall we plan to head that way? There may be shipping along the way, of course. It would be lovely to sail into port with a prize!


Male Human Sea Singer 1

Tully lifted himself, with effort, to his feet. He had never felt as exhausted as that moment. Even with Jirobo's restorative efforts, the poison had drained him. Nevertheless, he walked over to where the unfortunate dock worker lay.

How is he? Heal check to determine the severity of the injuries: 1d20 - 1 ⇒ (11) - 1 = 10

If the man is in danger of death, Tully will cast CLW. Otherwise, he'll save his spells for his friends.


Male Human Sea Singer 1

Tully will cast detect magic, and search the corpse. Perception Check: 1d20 + 3 ⇒ (13) + 3 = 16

Where esoteric knowledge fails, simple deduction may yet succeed.


Male Human Sea Singer 1

Get Callum a Norelco for Christmas. He likes close shaves! =P

On reading DMJ's description of events, was anyone else picturing the scene at the end of the Avengers, where Hulk revives Stark?


Male Human Sea Singer 1

Saw it. Dotted it. Happy Thanksgiving!


Dotting.


Male Human Sea Singer 1

Tully will swim over to the shore and begin Inspire Courage again. If Callum fails his next save, Tully will cast Saving Finale (immediate action) to let him re-roll. Sorry, Callum, that's the best I can do.

Swim Check: 1d20 + 8 ⇒ (7) + 8 = 15


Male Human Sea Singer 1

FYI, my inspire courage bonuses have ended. 2 extra rounds is all you get! =P
I'll have a post up in a bit.


Male Human Sea Singer 1

Swim Check: 1d20 + 8 ⇒ (10) + 8 = 18

If it's necessary, Tully will withdraw. If I've sunk far enough to move without provoking, then Tully will move 15 feet, away and towards the surface, and cast ear-piercing scream.

Concentration Check: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 2d6 ⇒ (2, 2) = 4 and dazed for 1 round, save (DC 15) for half damage and avoid daze.


Male Human Sea Singer 1

Lingering Performance - Inspire Courage bonuses still apply!

Yeah, I wasn't sure how the spell thing would work, or even if I'd pulled it off, whether it would do anything to the illusions, which Tully does not know are illusions.

Dazed... [/grrrrr!] I'll post in the next round. =)


Male Human Sea Singer 1

Spellcraft Check: 1d20 + 5 ⇒ (3) + 5 = 8

Tully nearly screamed as six more of the deadly creatures appeared in the water around him. He barely avoided drowning as his voice rose to a fevered pitch. You come to join your brother in death, vile creatures! None shall escape! Tully began weaving his words into the performance, and began weaving the performance into a spell.

Concentration Check: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25
Swim Check: 1d20 + 8 ⇒ (7) + 8 = 15

Intimidate to Demoralize: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d10 ⇒ 7

???:
So, Tully is casting Blistering Invective. I have no idea if that will affect the mirror images in any way, though. Basically, any creature within 30 feet that is demoralized takes 1d10 damage. There is also a reflex save (DC 16) to avoid catching fire, but I'm not sure that matters in the water. This may be pointless, but it's all he's got for being suddenly surrounded by enemies.


Male Human Sea Singer 1
DM Jonasty wrote:
You're able to tread water well enough to orate to your companions and provide inspire courage. Each turn though you'll need to make a DC 15 swim check to do this, otherwise you begin to sink and lose it.

No problem. Just a heads up, I have the Lingering Performance Feat, so if I go under, the bonuses should persist for two rounds.


Male Human Sea Singer 1

Tully will begin Inspire Courage +1. On the next miss by a companion, he will cast Gallant Inspiration (immediate action, add 2d4 retroactively to the miss).

Sorry, at work or I would post more.


Male Human Sea Singer 1

A wave of dizziness washed through Tully as the creature bit him hard on the shoulder. He struck back with his axe, cursing himself for not bringing his rapier.

Attack with flanking and freebooters' bane: 1d20 + 7 - 2 + 2 + 1 ⇒ (12) + 7 - 2 + 2 + 1 = 20
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8


Male Human Sea Singer 1

Tully struggled to see the assailant through the agitated surface of the estuary, when three magical bolts burst through the surface, pummeling Xanxan. Not waiting for the second round of bolts to come flying out, Xanxan plunged like a harpoon for the unseen creature. Tully weighed the hatchet in his hand for half a heartbeat, then dove in after the gnome.

It looks like the "W" in the water will block this possibility, but otherwise, Tully will try to set up flanking with Xan.

Swim Check: 1d20 + 8 ⇒ (9) + 8 = 17
Attack: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Male Human Sea Singer 1

Tully's hand went immediately to his belt, grasping for his rapier hilt, but coming back empty. He glanced back in the direction of the Mercy where his rapier and buckler lay peacefully in his cabin, and his dagger, still embedded in the mainmast. Reaching around to the small of his back, he drew the handaxe he had only brought for bundling firewood when the heat abated.

Perception Check: 1d20 + 3 ⇒ (12) + 3 = 15
Knowledge (local): 1d20 + 8 ⇒ (8) + 8 = 16

Tully raced to the shore, protectively edging the injured woman back.

Tully will move to the shore, in front of the east "W", and draw his handaxe as part of the move action. He will ready an attack as his standard action, if he can see the enemy and it moves into his threatened area.

Also, due to the oppressive heat and the friendly circumstances, Tully is without his armor or buckler, so he is currently AC 14, T 14, FF 10.


Male Human Sea Singer 1

Tully will play and will flag down any crewmate he see to join them.


Male Human Sea Singer 1

Unless they're scantily clad women..!


Male Human Sea Singer 1
DM Jonasty wrote:
The man nods to Xanxan tersely before giving Tully a look. No need to lie, if you ain't interested just say so. With that he moves off towards the boathouse, although you both get the impression that he had been genuine in his request.

Tully watched the man as he turned to walk off. The guilt of his refusal tugged at him.

A moment friend... That was quite ungracious of us. You offer us hospitality, recreation, and refreshment, and we have thrown it back at you with distrust and poor excuses.

Tully shook his head in disgust. Merely a few weeks ago, I would have been properly ashamed of myself for such behavior. Please, accept my apologies. And if your offer still stands, know that I would most humbly accept. I would not have it said that a sailor of the Black Queen's Mercy ever backs down from a challenge! Even one as simple as a game of nine-pins!

Diplomacy - Versatile Performance (oratory): 1d20 + 12 ⇒ (17) + 12 = 29


Male Human Sea Singer 1

Tully drew a handkerchief, and mopped a pool sweat from his brow.

I won't deny, the promise of shade and cool drink is a tempting one... My friend here is right, though. There is much that needs doing. Only... I can barely drive myself to my labors, much less the men.

I think you're probably right, that it's a setup. I'm willing to walk in, eyes wide shut, if you'd like to, though. =)

Sense Motive - Versatile Performance (oratory): 1d20 + 12 ⇒ (2) + 12 = 14


Male Human Sea Singer 1
S&S Player's Guide wrote:
A Large siege engine requires 1 hour and four workers to assemble. A Huge siege engine requires 2 hours and six workers to assemble. Each assembly worker must make a DC 10 Craft (siege engine) check; if untrained, the worker may not take 10.

I think this is where I misread that.

Best option for "Prizemaster" is probably Xanxan (Prof. Sailor 7/Diplomacy 9+Charmer) or Ko'ulu (Prof. Sailor 9/Intimidate 8). Tully could do it as well (Prof. Sailor 6/Diplomacy 12). It'll largely depend on how much "influence" the "new crew" will need to perform their duties...

Most sailing ships are 10,000 gp. Plus, we don't have to empty it of all its cargo/plunder. Just sail the whole thing to a friendly port and rake in the cash/infamy!


Male Human Sea Singer 1

If I remember correctly, a Light Ballista requires a minimum crew of 4, plus a "crew captain" who is proficient with siege weapons. So, a couple of us will need EWP Siege Weapons Feat.

The other thing to keep in mind is that we'll need a "prizemaster" of sorts to take command of the ships we capture. Just like with the Wormwood/Man's Promise, we can supplement the "prize crew" and our crew with captured sailors.

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