HM's Skull & Shackles AP

HolyMan

Thy wounds are healed!
The captain looks over the group for a moment, giving the quieter ones a cold stare. Clearing his throat he turns back to Lightning.

"It is wise to say that this should be divided amonst the whole crew," he says pointing at the sea chest. "They would grumble about not being selected and thus not getting a chance at such spoils, if you were to keep it alone."

Longfarthing whispers in his ear but waves her off. "If we do that then we will make these cretins a bunch of moaning fishwives. Best to give everyone a take."

"Including the Wormwood,"
he says turning back to the group. "A third for the ship, a third for the crew, and a third to the treasure hunters."

"You would give them that mu...?"
Mr. Plugg starts to say.

"Quiet Plugg. You were the one come saying this group is troublemakers. But I think your just jealous at the luck they have."


"Your dismissed," the captain says to the group. "Your split will be given to you after the counting is done."
 

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ghostcat

First Post
Deciding that war has been declared Kalir gives Plugg a dirty look before giving the captain a smile. He says "Thank you captain", turns and departs. As he leaves he tries to determine if the captain's behaviour was genuine or a bluff.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Kolto watches the proceedings with some misgiving.

I wonder what the captain's up to? Is the tide really turning, and he's throwing some support behind us, or is this a ploy?

So they're going to count the haul in private, and give us a third of the number they come up with . . . we'll not be seeing even a tenth of what's in that chest, I'm thinking.

_______________
06PostShot.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]
 

Kaodi

Hero
Nightstorm leaves the captain's quarters without comment. Still feeling woozy from the fight with the reefclaws, he decides the best thing to do might be to go get some rest.
 

HolyMan

Thy wounds are healed!
That night after dinner with the smell of crabs still in the air Captain Barnabas makes an announcement. He calls all the crab hunters to gather behind him as he addresses the rest of the crew. His speech is short and to the point about how a lucky few seizing the imitative have provided for all those aboard.

"... and not only by bring us a grand feast of shellfish, but also in booty found lying in wait below the waves. Each sailor here gets a share as we are one crew and profit always should fill are pockets as well as are bellies."

The rest of his speech is drowned out by the cheers of most of the crew. Mr. Plugg and a few men with him only fold their arms and stare at the group of what he calls "upstarts".

The chest is pulled out and everyman is given is share straight from the full box. When it is the groups turn their larger shares are already inside small heavy sacks.

After the grog is passed around and the celebrating starts in earnest everyone finds time to count out their cut. Inside the sacks each of you find coins and gems as well as a potion vial. Marked on each vial in black ink is the word "cure".

OOC: Please see OOC for treasure and shopping.
 

Kaodi

Hero
After he has received his share of the treasure, Nightstorm heads down to the sleeping quarters to turn in for the night. Weighed down by the the haul of treasure, he decides he is going to have to stow his crowbar, rope and grappling hook in his chest so that he is not overly burdened. An unfortunate but necessary sacrifice, as the ninja does not trust his fellow sailors enough to leave his treasure off his person at any time. Climbing into his cot, the ninja holds onto his pack and gear and tries to go to sleep. He hopes that when morning comes around one of the healers can do something about his wounds.
 

HolyMan

Thy wounds are healed!
Days pass aboard the Wormwood without much excitement, for the new heroes of the crew. It only took a few days for most of the other crew memebers to gamble or spend away their gold and it ended up back into the captain's coffers almost as if planned. But they didn't seem to mind as the work and daily activities on the ship became so routine that one day slipped into the next.

Mr. Plugg and his cronies lay low for a few days and cause no trouble. But the glances at the "heroes" tell they are plotting something.

It is the twentieth day since you awoke aboard the Wormwood and it starts just like any other. But around noon to little words turn a normal day into a frenzy of activity.

"Ship Ahoy!"

OOC: Need lvl ups and shopping done in OOC before we do a little ship to ship. :)
 

Kaodi

Hero
With time the ninja has healed from the wounds that he suffered in the battle with the reefclaws, and strength has returned to his limbs as well. He has been ever protective of the treasure he won, not finding much in the ship's store on which to spend it. Neither has he had the chance to yet challenge the Tian woman to a duel, and he is beginning to wonder if he ever will as she seems to have become more distant with each passing day.

Nighstorm is hard at work on the ship's deck when he hears the call from the crows' nest. He rushes to the rail to catch sight of what ship is bearing down on them. Finally a real fight! After the moment of excitement passes, the young ninja regains his composure.

This is what he was here on the high seas for. And even if it is to be straight ship to ship combat or a boarding action, he must be mentally prepared for battle. So he steps away from the rail for a moment, closes his eyes and begins to focus. As he does, he can faintly feel his ki as it flows through his body. While recovering he had gained control over this energy, just as his master had taught and prepared him to. Once Nightstorm has centred himself, he opens his eyes and proceeds to his battle station.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Kolto settles into the ship's routine, working with a will and watching the others give their booty back to the captain. Never having been one to covet things, the Magus spends his spare time working out new patterns for his bladework and practicing his forms. Otherwise, he watches and waits.
_______________
06PostShot.png


[sblock=Stat Block]
Kolto Tengere
Male Tiefling Magus (Bladebound, Kensai) 2
N Medium Outsider (native)
Init +2; Senses Darkvision; Perception +0
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 15 (2d8)
Fort +3, Ref +2, Will +3
Defensive Abilities canny defense +2; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +4 (1d4+3/19-20/x2) and
. . Dagger +3 (1d4+2/19-20/x2) and
. . Falcata +4 (1d8+2/19-20/x3)
Ranged Light crossbow +3 (1d8/19-20/x2)
Special Attacks spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 2):
1 (3/day) Shield, Color Spray (DC 16), Web Bolt (DC 16)
0 (at will) Disrupt Undead, Acid Splash, Ray of Frost
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 10, Int 20, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Fiendish Heritage, Weapon Focus (Falcata)
Traits Abendego Spellpiercer (Sodden Lands), Ancient Explorer (Knowledge [local])
Skills Acrobatics +3, Bluff +2, Climb +6, Intimidate +4, Knowledge (arcana) +10, Knowledge (local) +11, Knowledge (planes) +10, Profession (sailor) +5, Spellcraft +10, Stealth +4, Swim +6, Use Magic Device +4
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Polyglot
SQ arcane pool (+1) (6/day), chosen weaponfalcata, spell combat
Other Gear Cestus, Crossbow bolts (20), Dagger (4), Falcata, Light crossbow, Adventurer's sash (empty), Backpack, masterwork (13 @ 22 lbs), Grappling hook, Hammock, Gozreh, Ink, black, Ink, black, Journal, Silk rope, Trail rations (10), Travelling spellbook, Waterproof bag (2 @ 1 lbs), Waterproof bag (2 @ 1 lbs), 1368 GP, 9 SP
--------------------
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 +2 (Ex) +INT bonus to AC (max Kensai 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.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

Shayuri

First Post
Tara runs to the ship's railing and looks out to see if she can see it yet. She can't help feeling a rush of adrenalin...but there's a sour note of unease as well. Up until now, playing pirate was all a game of survival. Even the treasure found was pulled from a shipwreck. It wasn't stolen, it was salvaged.

Now they would be asked to attack innocent strangers, kill some of them, and steal their things. Could she do that?

Tara never pretended to be a saint, and there were definitely issues of consequences if she failed to do it, but she was no brigand either. Or she hadn't been.

But this had been the path she'd been pointed at all along wasn't it? Even if she hadn't been shanghied by this crew, she'd have joined another willingly. Hadn't that been the point? She wasn't going to find her father sitting around at home. So this moment had been coming all along. She'd take no joy in it, but it was what had to be done.

Another stab of unease made Tara spare a look back at Plugg and his cronies. Battles were chaotic. Anything could happen to anyone. A good time to try to sneak someone you don't like a blade. But that worked both ways now, didn't it?
 

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