Redbadge's Solo Skull and Shackles (IC) - Page 9


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  1. #81
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    Jhiv starts in the cooking, being careful to not make many loud noises.

 

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    Fireday, 20 Desnus, 4712 AR (17:42:01), Bloody Hour
    Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    Despite working for several hours, the food just isn't coming out so well. "Damn-it. Just slide it all in to the pot. Might as well throw these in, as well." Fishguts scrapes a chopping board full of chopped fish heads into a pot of over-flowing, boiling gray broth. This is apparently one of the nights where the chef will live up to his name. "Tis all m' fault Jhiv. I'll a take the full responsibility." He shakes his head, "After you did such a ship-shape job fishing, too."

    Hearing the sound of the clock begin to gong, the man dismisses you with a wave of his hand. "You'd better get up on deck. Don't want to get you in any more trouble than wots already comin'."

    Last edited by Redbadge; Friday, 3rd August, 2012 at 03:38 PM.

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    Jhiv heads up on deck for Bloody Hour.

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    Fireday, 20 Desnus, 4712 AR (17:43:11), Bloody Hour
    Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    Once you arrive on deck, the crew is already gathered around Master Scourge and Mister Plugg, who are interrogating the pitiful Jakes Magpie, who is fatigued, ragged, beaten, and sweat-covered.

    "And do you admit to unlawful thievery aboard the Wormwood?"

    "Aye, I do," declares Jakes, before spitting in the first mate's face.

    Plugg flies into a rage more furious than you've ever seen him, roaring, "KEELHAUL 'EM!"

    Scourge beams. "You heard 'em folks; we're in fer a special show t'night."

    Scourge and Plugg direct some other pirates, as Jakes is tied by the feet by a length of rope that runs down the port side and under the hull of the Wormwood. The other end of the rope comes up the starboard side and over an arm of the main mast.

    Master Scourge, Mister Plugg, and a handful of his picked men, many of whom you recognize as those who tried to assault you, grab the starboard rope and wait for Plugg's signal. The ship is deadly quiet as the crew almost holds it's breath in anticipation. You notice that Captain Harrigan and a couple of his most trusted officers observe quietly from the poop deck.

    "Jakes Magpie, for thievery and deception... I assign twelve furlongs!" With that Scourge gives a solid push and the thief flips over the bulwark and into the water. The splash is nearly drowned out by the roar of the crowd.

    The crew starts to chant as Scourge, Plugg, and their men pull.

    1..... *pull*
    2..... *pull*
    3..... *pull*
    4..... *pull*
    5..... *pull*
    6..... *pull*
    7..... *pull*
    8..... *pull*
    9..... *pull*


    Most of the crew runs to the starboard side and looks over the rails.

    10.... *pull*
    11.... *pull*
    12.... *pull*


    DC 15 Perception
    You notice the relish with which Mister Plugg, in particular, tugs at the rope as the unfortunate Magpie is dragged under the ship for a full two minutes. You are finding more and more that he is a sadistic bastard.

    With a few more hefty tugs, Jakes Magpie is pulled from the water. His body rises above the deck, swaying and dripping seawater mixed with blood. Cuts run up and down his body and his clothing is almost a heap of worthless rags hanging in tatters. In addition, his face has the bluish tinge of someone who has drowned.

    Habbly Quarne, the “Stitchman”, moves slowly on his wooden leg over to where Jakes hangs. "Dead!" he cries, looking back to the mate.

    DC 15 Heal
    You estimate that Jakes took about 24 points of slashing damage, in addition to drowning.

    Suddenly, Captain Harrigan raises one arm for attention, and Plugg immediately defers to him. His voice, though even and almost quiet, still rings out across the awestruck ship and crew. "Let the man feed the sharks of the Jeopardy." With that, he turns away, confident that the lesson is not lost on anyone.

    The body is cut down and left to drop into the water. As it floats away in the Wormwood's wake, Fishguts comes up to the deck from below."Soup's on!"

    As you stand amidst the mostly jubilant crew heading below-decks, you can't help but notice that the bloody body has already been set upon by voracious sharks. Sandara Quinn, Elias du Prix, Rosie Cusswell, and a few others catch your look, and each sports a solemn face.
    Last edited by Redbadge; Friday, 3rd August, 2012 at 03:34 PM.

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    After the keelhauling, Jhiv purifies his rum ration [taking 10] then goes to check on Grok. He attempts to improve her attitude [taking 10]. After this he goes to sleep so that he can get up and prepare spells before first bell to be on deck on time.
    Current Status
    Jhiv Viratek (Male undine druid/rogue 1)
    N medium outsider (native, aquatic [amphibious])
    Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

    Key Skills Acrobatics +10, Bluff +2, Climb +6, Diplomacy +6, Escape Artist +4, Heal +4, Intimidate +2,
    Knowledge (Any) +1, Knowledge (Local) +5, Perception +9, Profession (Sailor) +9, Sense Motive +4, Stealth +8, Survival +10, Swim +15

    Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision (normal light); Perception +9
    AC 14, touch 14, FF 10 HP 8/8 Temp HP 0
    Fort +2 Ref +6 Will +6 CMB +0 CMD 14
    Hero Points 1/3

    Melee Attack Unarmed Strike +4 (1d3/x2) [nonlethal]

    Currently Wielding Nothing (hands free)
    Current Armor None (Explorer's Outfit)
    Stowed on Person (Sheaths, Straps, Pockets, etc.) [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
    Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
    Stored (Footlockers, etc.) Leather Armor, Rapier, Sap, Dagger, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.)
    Current Encumbrance 9 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

    Active Abilities
    1st-Level Spells:
    1/1 (Cure Light Wounds/Obscuring Mist), 0/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
    Cantrips: ~/~
    (Create Water, Purify Food and Drink, Mending)
    Spell-like Abilities: 7/7 Storm Burst
    Combat Options: Charge (full round action), Sneak Attack (+1d6)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
    (Weapon Finesse), Trip (Weapon Finesse)

    Defensive Abilities
    Resistances:
    Cold Resistance 5 (racial)

    Situational Modifiers
    Shackles Seafarer, Fast Healing 2 (Hydrated Vitality)

    Current Effects and Conditions:
    Flat-footed
    Last edited by BudroThePious; Friday, 3rd August, 2012 at 04:20 AM.

  • #86
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    Fireday, 20 Desnus, 4712 AR (21:58:19)
    Crew Berths, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    During your evening attempt to further influence Grok, you found she was very receptive, particularly in light of your cooking ordeal, which she knows she contributed to.

    Cut-Throat Grok
    You can now negotiate for starting gear using Diplomacy checks. Recovering a crew member's starting equipment is considered simple aid (DC +0), a loan of goods worth up to 150 gp is considered lengthy aid (DC +5), and a loan of 300 gp worth of equipment is considered dangerous aid that could result in punishment, since she might get keelhauled herself for theft (DC +15).
    Ding!
    Cut-Throat Grok is now helpful!
    Reward
    +100 XP


    Over dinner and rations the angry crew soundly berate you for the quality of the meal, and they administer several rope bashes to both you and Kroop. You took 4 points of nonlethal damage, which easily heals overnight. Regardless, food is still food, and the crew generally eat what they are given, no matter the results of your cooking, though they still complain loudly and frequently.

    After that, you head to your hammock, with thoughts of performing better on the morrow.
    Last edited by Redbadge; Friday, 3rd August, 2012 at 06:00 PM.

  • #87
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    Starday, 21 Desnus, 4712 AR (06:05:29)
    Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    Day 4 begins...

    The first part of the morning is uneventful, but once you reach the deck, a stifling and humid morning hits you. Already hot, the day will eventually grow to almost 90 degrees.

    OOC: Though not quite at the level of "very hot" (Core Rulebook 444), you still receive a -1 penalty to all work checks, Constitution checks, and Fortitude saves, due to the nature of your work today.


    Once you see Plugg, you see that he once again has that look he gets so often, filling you with a bit of dread. "Ah, here you are Fish-man. You did so well at line work the other day... why don't you keep at it today?"

    Line Work
    Generally considered one of the hardest jobs on the ship (next to mainsail duties and bilge work), line work involves hard work hoisting and lowering sails. The job requires a Profession (sailor) check. At the end of your shift you must make a Constitution check to avoid becoming fatigued (DC 5 + 1 for each hour worked). Today, you notice that you are working alone, making the job tougher (-2 to checks). Your result determines how long the task will take:
    Code:
    Sailor Result   Time
    5 or less       3d6+2 hours
    6 to 10         3d4+2 hours
    11 to 15        2d4+2 hours
    16 to 20        1d4+2 hours
    20 or higher    1d4 hours
    Last edited by Redbadge; Friday, 3rd August, 2012 at 06:01 PM.

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    Jhiv sighs and gets to work. Once he gets done he heads off to the galley.
    OOC: Taking 10, Result 16
    Current Status
    Jhiv Viratek (Male undine druid/rogue 1)
    N medium outsider (native, aquatic [amphibious])
    Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

    Key Skills Acrobatics +10, Bluff +2, Climb +6, Diplomacy +6, Escape Artist +4, Heal +4, Intimidate +2,
    Knowledge (Any) +1, Knowledge (Local) +5, Perception +9, Profession (Sailor) +9, Sense Motive +4, Stealth +8, Survival +10, Swim +15

    Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision (normal light); Perception +9
    AC 14, touch 14, FF 10 HP 8/8 Temp HP 0
    Fort +2 Ref +6 Will +6 CMB +0 CMD 14
    Hero Points 1/3

    Melee Attack Unarmed Strike +4 (1d3/x2) [nonlethal]

    Currently Wielding Nothing (hands free)
    Current Armor None (Explorer's Outfit)
    Stowed on Person (Sheaths, Straps, Pockets, etc.) [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
    Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
    Stored (Footlockers, etc.) Leather Armor, Rapier, Sap, Dagger, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.)
    Current Encumbrance 9 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

    Active Abilities
    1st-Level Spells:
    1/1 (Cure Light Wounds/Obscuring Mist), 1/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
    Cantrips: ~/~
    (Create Water, Purify Food and Drink, Mending)
    Spell-like Abilities: 7/7 Storm Burst
    Combat Options: Charge (full round action), Sneak Attack (+1d6)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
    (Weapon Finesse), Trip (Weapon Finesse)

    Defensive Abilities
    Resistances:
    Cold Resistance 5 (racial)

    Situational Modifiers
    Shackles Seafarer, Fast Healing 2 (Hydrated Vitality)

    Current Effects and Conditions:
    Flat-footed, Fatigued, Hot
    Last edited by BudroThePious; Friday, 3rd August, 2012 at 10:51 PM.

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    Starday, 21 Desnus, 4712 AR (08:10:31)
    Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    The line work, combined with the heat, make for some pretty miserable work. However, you are interrupted about two hours into your toil, having completed only about half of Plugg's assigned tasks.

    Young Jack Scrimshaw rushes onto deck with an ashen face, yelling to Mister Plugg, "Mister Plugg! Mister Plugg!"

    Plugg looks annoyed, "What is it lad? Can't you see that I'm directing the fish today?"

    Jack continues on, nearly breathless, "I was down in cleanin' out th' bilges, n' somethin' bit me. Somethin' big." He brandishes a red and swollen arm, with bloody red teeth marks, like needles.

    Upon seeing this, Plugg's frown turns into a smile. "Something big, you say. Well, we'll need some volunteers to go ahead and clean that out of there."

    "Fish-man!"
    he exclaims, "Why don't you step right up?" He thinks for a moment before adding, "Go ahead and take those others down into the bilges with you, the ones that were with you, the dwarf and giant and woman."

    He turns to go bother someone else for once, but stops to add, "And don't take too long about it either. You still need to report to Fishguts, and the Captain is not going to stand for another meal like last night's."

    GM: Your line work only lasted 2 hours. Thus, you passed your Fatigue check.
    Last edited by Redbadge; Saturday, 4th August, 2012 at 12:54 AM.

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    "I'm going to get some of my gear before we go down there," Jhiv says as he heads to his footlocker. After gearing up he looks around at the others, "Are we ready? You might want to bring one of those axes with you." Jhiv gestures to several handaxes scattered throughout the hold.
    Current Status
    Jhiv Viratek (Male undine druid/rogue 1)
    N medium outsider (native, aquatic [amphibious])
    Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

    Key Skills Acrobatics +10, Bluff +2, Climb +6, Diplomacy +6, Escape Artist +4, Heal +4, Intimidate +2,
    Knowledge (Any) +1, Knowledge (Local) +5, Perception +9, Profession (Sailor) +9, Sense Motive +4, Stealth +8, Survival +10, Swim +15

    Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision (normal light); Perception +9
    AC 16, touch 14, FF 12 HP 8/8 Temp HP 0
    Fort +2 Ref +6 Will +6 CMB +0 CMD 14
    Hero Points 1/3

    Melee Attack Rapier +4 (1d6/18-20)
    Melee Attack Dagger +4 (1d4/19-20)
    Melee Attack Sap +4 (1d6) [nonlethal]
    Melee Attack
    Unarmed Strike +4 (1d3/x2) [nonlethal]
    Ranged Attack Dagger (10 ft.) +4 (1d4/19-20)

    Currently Wielding Nothing (hands free)
    Current Armor Leather Armor (Explorer's Outfit)
    Stowed on Person (Sheaths, Straps, Pockets, etc.) Rapier, Sap, Dagger, [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
    Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
    Stored (Footlockers, etc.) Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.)
    Current Encumbrance 31 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

    Active Abilities
    1st-Level Spells:
    1/1 (Cure Light Wounds/Obscuring Mist), 1/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
    Cantrips: ~/~
    (Create Water, Purify Food and Drink, Mending)
    Spell-like Abilities: 7/7 Storm Burst
    Combat Options: Charge (full round action), Sneak Attack (+1d6)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
    (Weapon Finesse), Trip (Weapon Finesse)

    Defensive Abilities
    Resistances:
    Cold Resistance 5 (racial)

    Situational Modifiers
    Shackles Seafarer, Fast Healing 2 (Hydrated Vitality)

    Current Effects and Conditions:
    Flat-footed, Hot
    Last edited by BudroThePious; Saturday, 4th August, 2012 at 01:08 AM.

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