HM's Skull & Shackles AP

Kaodi

Hero
Nightstorm allows himself to enjoy the moment a little, though once the adrenalin has drained from his body he really begins to feel that one punch Owlbear laid on him. Nevertheless, when he gets the chance, he leans in towards Reiko and says, " I think we might have found ourselves a welcoming audience. "

That night it is straight to bed for Nightstorm. With luck, he can sleep off the worst of the injury, though he is sure he will be black and blue in the morning.
 

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Shayuri

First Post
Tara watches the fight tensely, chewing on the back of her fisted fingers as the tide turns first one way, then the other. With relief she watches the strange 'Nightstorm' defeat the juggernaut. It punctured that brute's aura of invincibility...it would reduce the officers' hold over the crew.

More and more she felt like she, and these others, might be able to take control of the ship. They needed more support...and a way to deal with the officers. If the quartermaster could be induced to join in...if the crew could be armed in secret...

After the fight she looks Tilly up for the nightly ritual of surrendering her rum. She tries to connect again, leaning over slightly and saying, "Hell of a fight, eh? Have you seen anyone beat Owlbear before?"

(Influencing Tilly!)
 

rangerjohn

Explorer
Bella approaches Nightstorm, "let me help with that."

OOC: I don't know how much he is down, so use what is necessary.
 
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HolyMan

Thy wounds are healed!
The morning of the press-ganged pirates sixth day dawns cloudy, cold, and wet. Heavy rains press all around the ship as a storm looks to be moving in towards the Wormwood.

As a result of the coming storm most of the work involves securing things on deck as well as adding extra lines to some of the sails.

[sblock=Day 6&7 Work]
Swabs: Hauling Rope and Knotwork
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.

Rigger:
Line Work
Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Cook's Mate;
Cooking
No check needed.[/sblock]
[sblock=Ship Actions]
Night/Day 5:
Nightstorm - Sleeps (fully healed by Bella)
Reiko - no action taken
Kolto - Sleeps
Lightning - influence Jack Scrimshaw; successful now helpful
Kalir - no action taken
Bella - no action taken
Tara - influence Tilly: very successful made helpful
Jaakali - no action taken

Need everyone to take their Day 6&7 actions as well as make their work rolls. There will be no entertainment/gambling as the weather ruins it these two nights.

I know this is a lot of rolling and posting so I will give everyone the next week to get it done. Don't forget to take a shop action sometime during the next couple in game days to get your gear back and to reference the coming storm as it will be hitting the Wormwood soon.

I look forward to the reads.[/sblock]
 

sunshadow21

Explorer
Lightning gets to work as the storm approaches, stopping just long enough to pick up his stuff from the quartermaster. His complete comfort of the work involved and his anticipation of the coming storm causes him to work a bit more than is absolutely necessary, leaving him rather tired when evening comes. Fortunately, with no gambling or entertainment, he sees no reason to stay up, figuring that if he is needed, he will be called and so settles into his hammock comfortably as soon as supper is over, fading quickly to pleasant dreams of storms that would make everyone else on board ship quiver in terror. The next day is more of the same, and while he chitchats a bit with some of the friendlier folk during supper, he again has little reason to stay awake, and has another early night.

[sblock=actions]Day 6 day-shopping, working
Day 6 night-sleeping
Day 7-working
Day 7 night-sleeping[/sblock]
 
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Kaodi

Hero
Nightstorm has a bit of a rough day of work, fumbling around with the ropes in a way that is uncharacteristic for him. Perhaps there are some leftover effects from the previous day's fight. He is, however, able to explore the foredeck a bit. That night, however, he is able to visit Grok and with a show of wit and charm that is completely unnecessary, given the quartermaster's helpfulness, he is able to obtain all of his equipment. What is more, where he had brought his pouchful of winnings to pay (grudgingly) for the return of his gear, he is able to obtain it without forking over any gold.

Nightstorm returns to his cot, relieved now that his master's gifts are back in his possession, and goes to sleep. The next day is more succesful, and the ninja is able to complete his required work and explore the poop deck before heading back to his cot to sleep.
 
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Insight

Adventurer
OOC: It doesn't seem that Reiko has any rolls to make. She will, however, engage in conversation with any of the PCs who wish to come find her in the galley.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Kolto once more sets to work with a will, knowing that securing the ship might make the difference between life and death for all aboard . . . not just the hated Captain and his cronies.

The hard work agrees with the Tiefling, the salt air and rhythm of the sea are invigorating.

Each time he passes by the little one-eyed Gnome swab, he pauses briefly and speaks an encouraging word to her, but the girl is struggling to finish her work and is concentrating hard on not getting keelhauled . . . she gives the Red Man short shrift.

Profession (Sailor), Day 6 & 7 (1d20+4=12, 1d20+4=21)
Constitution Checks (1d20=13, 1d20=15)

_______________
PostShot.png


[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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HolyMan

Thy wounds are healed!
OOC: Sorry Insight not sure if you had time to post.

In the kitchens...

Fishguts looks extra adjutated as the first day of heavy rains start. "Storms are always bad... always bad," he says elbow deep in dough. "Can't cook during a storm, a fires not safe, we need biscuits. Lots and lots of biscuits."

Reiko spends all of the first day baking and storing up the hard biscuits, that usually serve as a midday snack, as Fishguts kneads the dough. The two barely have time in between to make the evening meal, but manage to scrape together something edible.

The second day there are not so many biscuits to cook, but still more than normal. Fishguts spends the day securing most of the things in the kitchen and suddenly cries out, "Hey! Where's my magic grapple?"

He spends the rest of the day searching the kitchen and his quarters as Reiko cooks. She isn't alone for very long when Grok Cut Throat comes in looking for a bite.

"What's up with Fishguts?"
the half-orc asks taking a biscuit.
 

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