HM's Skull & Shackles AP

Shayuri

First Post
Tara spent most of the next day fuming over her situation. At sea, as planned, but NOT in the capacity she'd envisioned. She needed help. The others that fought with her in the brawl that morning, maybe...but not JUST them. She found time during the day to sidle up to one of the other swabs. Tilly had a sense of humor about her, which Tara appreciated, and she liked her rum...which had potential in a friend, under the circumstances.

Unfortunately, small talk proved fruitless. Tara was out of practice, and her continuing smoldering anger just made her come off as insincere.

That night she tried taking the edge off by taking part in the nightly game of dice.

----

The next day she spent just working. Trying to hatch a plan. But there were dead ends everywhere she looked. The officers were on another level. You couldn't get to them, and they were handpicked and loyal...at least as far as she could tell. The rest of the crew was riffraff. Barely more than slaves.

She tried catching up with Tilly again that night, with an offering of her rum ration to make amends for the previous day's awkwardness. Tilly seemed the type to hold a grudge though...and Tara continued to get nowhere.

----

Finally she figured out to claim to be on an errand, and run down into the cargo hold. The officer's quarters were on the fore of the ship, directly above the middle hold's end. Tara spent the few minutes she could afford to be off the deck, looking for holes, cracks...crevices...anything she might use to try to spy or listen in. She needed an angle. Information. An edge. SOMETHING.

Finally, dispirited after several days of captivity, she just went to sleep. She wasn't ready to give up...but it was getting harder to keep that black cloud of despair at bay.

(OOC - Just want to say that I have the -lousiest- luck with this die roller. Any chance we can use Invisible Castle? At least there it seems to average out. :))

[sblock=Actions]Day 2 - Influence Tilly
Night 2 - Gamble

Day 2 - Work Diligently (+4 Con check)
Night 2 - Influence Tilly

Day 4 - Sneak (A6 - Middle Hold)
Night 4 - Sleep[/sblock]
 
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HolyMan

Thy wounds are healed!
OOC: Note I will not be doing this again. Yuck.

[sblock=Crunch and notes]
Nightstorm

Day 2:
sneak - successful: Since you don't have Disable Device ranks, you can't break into any of the footlockers.

gamble - the pirates play a dangerous drinking game named "Heaver" based on who can take the most rum rations without throwing up. Not knowing who to bet on Nightstorm just watches to see who he may place a bet on another day.

influence - failed

Day3:
sneak - unsuccessful: The cabin is currently in use by Ambrose for his bull session, then him sleeping it off.

influence - successful: She is now helpful.

Day 4:
sneak - successful: Nightstorm learns that the parties gear is part of the quartermaster stores but locked up tight. (To retrieve something you will have to take the shop action.) Need Disable Device to steal back anything.

gamble - that night the pirates play "Hog Lob" - the tossing of a greased covered lead ingot across the deck to get it inside a chalk circle

Kolto:

Day2:
Sneak - successful: A quick look while Grok is out reveals two tuns of rum rations and 6 large chests each locked up tight. Again no disable device = no gets to peek, sorry.

influence - successful: Rosie is now helpful and tells Kolto that she got back most of her stuff (with help from Sandara) after being recruited. But she didn't get back her fiddle and misses having it to play.

Day3:
influence - successful: Grok shows you the fiddle but only allows you to take it for the promise of a song. (We will RP that soon watch for my post and aid another roll from Rosie.)

sleep - auto success

Day4:
work diligently - successful

sleep - auto success

Reiko-

Day2:
infulence - unsuccessful
sleep - auto succeeded

Day3:
work diligently - successful - that's good as you were cooking alone.
influence - unsuccessful

Day4:
influence - unsuccessful - and no longer able to try with this NPC
RP - auto successful

Bella-

no actions taken...

Lightning-

Day2:
sneak (galley): successful - Items found/pilfered hand axe, short sword, 2 waterskins, harpoon, grapple, 7sp

gamble - the pirates play a dangerous drinking game named "Heaver" based on who can take the most rum rations without throwing up. Not knowing who to bet on Lightning just watches to see who he might place a bet on another night.

Day3
sneak(lower hold/crew berths) Successful - but need Disable Device to break into lockers.

influence(Jack Scrimshaw) unsuccessful

Day 4
sneak(middle hold) - unsuccessful

influence(Jack Scrimshaw) - successful

Kalir-

Day2:
Influence Ratline - very successful now helpful
Influence Patch - unsuccessful

Day3:
Influence Giffer - unsuccessful

Sleep -auto success

Day4:
Influence Giffer - successful

Influence Kipper - unsuccessful

Jaakali

Day2:

sneak (foredeck) - successful (but nothing really to find)

sleep - auto success

Day3

sneak (poopdeck) - successful Besides the wheel to stir the ship the poop deck has one other interesting item. A dead pirate sits in a cage with a parrot(nearly out of feathers) atop it. Need Handle Animal to get the bird down though.

gamble - Arm wrestling contest abound but you have nothing you wish to part with as a wager.

Day 4
action sneak (bilges) - successful Find: suit of leather armor, three heavy maces, 12sp, in some old crates and a masterwork handaxe in the dark water. You feel there is more stuff under the water but had to leave due to work detail coming down.

gamble that night the pirates play "Hog Lob" - the tossing of a greased covered lead ingot across the deck to get it inside a chalk circle. Since you have a wager you may make one and take a turn. It's a range attack AC 20 to get a perfect throw in the center. Players get a -4 to hit unless they have the Throw Anything feat.

Tara

Day 2
Influence Tilly - unsuccessful
Gamble - the pirates play a dangerous drinking game named "Heaver" based on who can take the most rum rations without throwing up. Not knowing who to bet on Tara just watches to see who she may place a bet on another day.

Day3:
Work Diligently - successful

Influence Tilly - unsuccessful

Day 4
Sneak (Middle Hold) - unsuccessful
Sleep - auto success
[/sblock]
 

HolyMan

Thy wounds are healed!
One evening finds Rosie tuning her fiddle and tapping a small foot. Soon little Jack Scrimshaw starts an old shanty, then joined by the crew.

[ame="http://www.youtube.com/watch?v=fJ53mQDLFOk&feature=fvwrel"]Pirates: Hoist The Colours If Freedom Was Lost. -Full Version - YouTube[/ame]

After the crew is drunk Grok steps forward for quiet waving her great axe around. "Quiet! Quiet! The Red Man is going to sing."

Rosie looks on with a big smile and nods. Then she puts her fiddle under her chin and begins to play.
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Kolto's face takes on a look first of shock, then embarrassment . . . the limelight is definitely not where the bookish man prefers to spend his time. But something in the life and joy Rosie infuses into her fiddle-play calls to him, sets movement to his feet and a song in his mind. He takes a long pull from his tankard and, throwing caution to the wind, hops upon a stool and launches into a jaunty, ribald tune about a pirate, a tavern wench and an improbably intelligent monkey. Soon enough the room is rocking, feet pounding the deck and hands thumping tables to keep time. The "red-man" puts more and more into his song until it's wildly inappropriate closing lines; as he sings the final note and Rosie's fiddle stills, he looks somewhat surprised, then embarrassed once more. He hops down from the stool, strides over to the musician and gently kisses the back of her bow hand as he bows.
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HolyMan

Thy wounds are healed!
The pirates aboard the Wormwood take to the song stamping there feet or banging the railing in time with the shanty.

When he's done Kolto is surprised by the large kiss the half-orc Grok lays on him, before turning to start get another song going.

The night ends with music in the air although not all the crew are happy. As the group heads below they each notice the looks they get from Scourge and Mr. Plugg.

If anything they look to be in an even more sour mood than the first day the group came aboard.

OCC: The group now has a +4 bonus to influence Cut-Throat Grok should anyone wish to work on getting their equipment back.


_______________________________________________

They fifth day aboard the Wormwood dawns cool as dark clouds come down from the northeast. Although it doesn't rain throughout the day it is only a matter of time before a good drenching catches the ship.

Mr. Plugg and Scourge are relentless in their task mastering and it is a relief when the day is over and the evening meal is being served up.

[sblock=Work and Actions]
Please only take your day time ship actions for now as there is a special post coming up after dinner.

Work for Day 5:

Rigger: Mainsail Duties: Tough work raising and lowering the mainsail, 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 endof the shift.

Swabs: Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

Cook's Mate
: Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following
day.[/sblock]

OCC: Only 16 more IC days to go till LvL 2
 

sunshadow21

Explorer
Lightning, feeling more comfortable about the ship and it's inhabitants, is not hesitant to use to create water to in the task of cleaning off the deck. Not really being his strong point, he chooses to focus his entire attention on the task at hand, quietly anticipating the storm.
 

Kaodi

Hero
Nightstorm attempts to make the best of his work swabbing the decks, and when he has the opportunity he tries to take another quick look at the Quartermaster's Cabin. Unfortunately, Nightstorm seems to get some of the worst of the work today. But fortunately, long years of working hard have weathered him to such labour.

[sblock=OOC]Good thing Nightstorm has the ability to ignore fatigue once a day from Heart of the Fields, ;) .[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Kolto sets to work with a will, but as he hauls the sail he's continuously distracted by thoughts of the Wormwood's Quartermaster. He gets the work done, but his heart just isn't in it. That kiss . . . what did it mean? Just a moment of drunken fancy and getting caught up in the revelry? Try as he might, he simply couldn't imagine that the surly half-orc - helpful as she'd been - could be "sweet" on anyone!

Finally, he decides to take a quick break and head down to pay the lady a visit.

[sblock=Actions]Don't want to derail the game so I'll just make the roll and let HM post the results in his usual descriptive style :D.

Profession (Sailor) (1d20+4=10)
Constitution Check (1d20=16)
Diplomacy (1d20+4=22) (to Influence Grok)[/sblock]

[sblock=Stat Block]
KOLTO TENGERE CR 1/2
Male Tiefling Magus (Bladebound, Kensai) 1
NN Medium Outsider (Native)
Init +2; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 9 (1d8)
Fort +2, Ref +2, Will +2
Defensive Abilities Canny Defense +1; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Cestus +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Magus (Bladebound, Kensai) Spells Known (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day) Shield (DC 16), Feather Fall (DC 16)
0 (at will) Acid Splash, Ray of Frost
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Fiendish Heritage, Weapon Focus: Falcata
Traits Abendego Spellpiercer (Sodden Lands), Ancient Explorer: Knowledge (Local)
Skills Bluff +2, Climb +6, Knowledge (Arcana) +9, Knowledge (Local) +10, Knowledge (Planes) +9, Profession (Sailor) +4, Spellcraft +9, Stealth +4, Swim +6
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Polyglot
SQ Arcane Pool (+1) (6/day) (Su), Chosen Weapon: Falcata, Spell Combat (Ex)
Combat Gear Cestus; Other Gear Travelling Spellbook (blank)
--------------------
SPECIAL ABILITIES
--------------------
Abendego Spellpiercer (Sodden Lands) +2 to Concentration checks
Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Falcata Kensai abilities only function when wielding a weapon of this type.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
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Shayuri

First Post
Tara does her work, looking for another chance to get down into the cargo hold. There had to be something there, some way to spy on the officers. A knothole. A crack. Something! The breaks weren't long enough to look in detail, but perhaps if she searched in small portions, slowly covering the area, she'd eventually stumble onto something.

But spending her breaks still moving, just means she doesn't get enough rest. By the end of the day she felt like she'd be willing to walk the plank if it meant she could sit down at the end.

(Action: Stealth - Checking out the cargo hold under the officer's quarters again.)
 

rangerjohn

Explorer
Bella sticks to work during the day and will attempt to talk to the quartermaster at night.

OOC: Is that good enough? I'll be missing these high rolls in combat though.
 
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