Redbadge's Solo Skull and Shackles (IC)

Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (08:45:40)
Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

You enter the galley about 20 minutes after having left the bilges. What you find is a pleasant surprise. Fishguts is completely sober, and the day's meal has already been prepared, the chef having decided to cook instead of drink. “I done figured I done ya wrong yesterday, so I worked extra hard this mornin'. Seein' as how I'm done, we can just sit and talk a bit."

[sblock=Bull Session]You drink with Ambrose Kroop and listen to his stories. He tends to drone on a bit, so a Diplomacy check will help temper how long he keeps you from other, more productive activities. Fishguts loves a drinking partner, and if you join in, he tires of talking all the quicker. Drinking at least one rum ration during the bull session gives you a +10 on the check. Your Diplomacy result determines how long the bull session lasts and how detailed the information is that you learn from Fishguts
Code:
[B]Diplomacy Result  Time
[/B]10 or less        2d4 hours
11 to 20          1d4+1 hours
21 to 29          1d4 hours
30 or higher      10d12 minutes
[/sblock]
 
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BudroThePious

First Post
After thoroughly washing his hands Jhiv settles down to talk and drink with the old cook.[sblock=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 6/7 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, 9 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, Darkwood Buckler, Rapier, Sap, Dagger, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.), Tanglefoot Bag, Tindertwig (2)
Current Encumbrance 9 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

Active Abilities
1st-Level Spells:
0/1 (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:
Addiction, Flat-footed, Hot, 1 point of Con Damage (-1 hp)[/sblock]
 
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Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (09:53:40)
Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

Your conversation with Fishguts reveals much more about the cook.

[sblock=Fishguts]Most people think Ambrose “Fishguts” Kroop gets his nickname from the stains on his apron or the contents of his infamous stew, but few know he earned the sobriquet as a competitive eater in the low bars of Port Peril. As a young man, it was said that Kroop could eat more of anything, and faster, than anyone. Folks still talk about the night that Kroop devoured an entire bucket of boiled eggs in the Salty Swab by the docks.

Kroop was trained as a professional chef at the Lobster’s Armor, one of Port Peril’s most popular and expensive restaurants, but when he was thrown out for inappropriate behavior with his assistant, he ended up plying his trade with several sailing vessels in the Shackles before embarking on Captain Barnabas Harrigan’s Wormwood, where he has served as ship’s cook for the past 3 years.

An affable fellow, Kroop loves his food, and has more recently developed a taste for rum, a habit that’s only encouraged by Cut-Throat Grok, the Wormwood’s quartermaster and Kroop’s best friend aboard the ship. Sadly for Kroop, his drinking led him to bet his own life against Captain Harrigan in a card game one drunken night 2 years ago. Kroop lost, and his life became Harrigan’s to do with what he would. Harrigan now thinks as little of Kroop as he does a bilge rat, but he’s not yet killed the cook because drunk as he is, Kroop is still a better cook than anyone else on the Wormwood, and the captain is partial to his cooking.

Kroop’s days consist of preparing meals (his favorite is fish stew) in a big pot, before cozying up with a bottle of rum (sometimes mixed with raw eggs) and waits for the rest of the day to pass. Nevertheless, Kroop is a skilled chef, though few of the crew beyond the captain and his officers ever get the chance to sample Kroop’s more palatable fare.

His only joy, aside from drinking and swapping yarns with Grok, are his chickens. Kroop loves his poultry and collects any rare breeds he comes across. Anyone with a background in farming finds Kroop friendly, while those who truly know their birds quickly discover a helpful friend. Kroop’s favorite bird, a large black cockerel named Black-Hearted Bezebel, often perches on the cook’s shoulder and even talks to him, or so Kroop occasionally drunkenly claims.[/sblock]

Eventually, you are able to extricate yourself from Kroop's depressing story, and you leave him in dwindling state of coherence and sobriety.
 

BudroThePious

First Post
Wow, if that was my story I'd be drunk off my ass all the time as well.
After leaving Fishguts Jhiv goes out on deck and looks at the sky.
Damn it's hot out here.
Jhiv tries to see if he can tell when the heat will break. Afterwards he goes to visit Grok to get the rest of his gear back. He retrieves his gear as well as Queepod's, Elias', Marina's and Rosie Cusswell's. After getting the gear back from Grok he returns everything to its rightful owner.
OOC: Jhiv takes 10 on the Survival and Diplomacy checks.
[sblock=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 6/7 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, 9 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, Darkwood Buckler, Rapier, Sap, Dagger, Shortbow, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.), Tanglefoot Bag, Tindertwig (2)
Current Encumbrance 9 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

Active Abilities
1st-Level Spells:
0/1 (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:
Addiction, Flat-footed, Hot, 1 point of Con Damage (-1 hp)[/sblock]
 
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Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (10:45:00)
Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

Though it is pretty hot right now, looking towards the sky, you can see that this heat is just preceding what will eventually be rain. Dark clouds are on the horizon, and you suspect that tomorrow will be cooler, and the weather will be wet the day after that.

You are pretty well on Grok's good side, and she returns the gear without hesitation, saying, "You lookin' to make some friends, eh hon?"

As you visit Queepod, Elias, Marina, and Rosie, each is highly grateful to receive their gear, none more so than Rosie, who runs up to you when you present her fiddle, and gives you a fairly intimate embrace. "Thank-you. Thank-you very much," she says, surprisingly with nary a curse in sight.

[sblock=Ding!]Queepod is now helpful![/sblock][sblock=Ding!]Marina is now helpful![/sblock][sblock=Ding!]Elias is now helpful![/sblock][sblock=Ding!]Rosie is now helpful![/sblock][sblock=Reward]+250 XP[/sblock]

GM: The afernoon is yours, Jhiv! You still have 7 hours before Bloody Hour. But don't let Plugg or Scourge catch you slacking off!
 
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BudroThePious

First Post
Jhiv discretely attempts to find out about Barefoot Samms Toppin.
OOC: Jhiv takes 10 on the Diplomacy check, 16 result. If necessary he also takes 10 on a stealth check to not be yelled at, results 18.
 
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Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (12:50:01)
Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

By asking around discreetly, you quickly find information on Barefoot Samms Toppin.

[sblock=Barefoot Samms Toppin]Samms Toppin is a former fisherman’s daughter from an unnamed fishing village in the hurricane-ravaged wasteland that is the Sodden Lands. The late-20 something woman with a head-full of curly brown hair runs about the deck with no shoes on. She often binds her mop of hair with colorful ribbons or bronze and copper rings. Initial appearances don't reveal anything special about Samms, but closer inspection shows that her knowledge of knots and rope work are second to none aboard the ship, and she can climb rigging with the best of them.

Samms made friends early on with the much younger Jack Scrimshaw, as she was instructed to teach the man the basics. Before long, the two formed an intimate relationship, much to the dismay of the other "needy" women on board. However, Samms and Jack often have falling outs, primarily due to their age difference, which has allowed the 18 year-old Jack time to "make his way round the ship". Right now, the two are back on speaking terms and have resumed their relationship. Reaching helpful with either gives a +2 bonus on checks to influence the other.

Samms is a dancer, and any music automatically brings out exotic, flowing performances from her. In addition, Samms connects with her homeland, and any Soddenlanders or people pretending to be Soddenlanders (with a successful Bluff check) gain a +4 bonus on attempts to influence her.[/sblock]

GM: A little less than 5 hours left!

 
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Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (16:55:02)
Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

It takes a bit longer to find out information about Samms lover Jack Scrimshaw. Eventually, you learn to talk to the women of the ship, who somehow seem to know him the most.

[sblock=Jack Scrimshaw]This 18-year old is still little more than a kid, despite being on the cusp of manhood. He wants to be a pirate more than anything, and talks, swears, dresses, and acts like them as much as he can, often looking silly in his attempts to be tough. Despite his immaturity, he has grown to be tall, tanned, and handsome. His tumbles with nearly every woman aboard the Wormwood has inflated his confidence even more, making him quite the headstrong person to talk to. For both these reasons, the other human men on board aren't particularly friendly towards him, despite his attempts to get on their good side.

His talent with scrimshaw is astounding, earning him the name. Many of the crew pay him a few copper to engrave their weapons and equipment with symbols of Besmara, the Skull and Shackles, or other fearsome nautical icons. His favorite etchings, however, are of the nude female form, which he has also had crudely tattooed on his back.

Today's events have not been kind to him. He has contracted Filth Fever and his arm has already begun to show signs. The Stitchman has seen it and declared that he will lose the arm if it doesn't heal up relatively quickly. Normally, Jack Scrimshaw is easy to influence, simply by complimenting him or his talents. However, until he has been cured completely of Filth Fever, without the loss of his arm, his attitude cannot be improved by any means.[/sblock]

GM: Less than an hour until Bloody Hour!
 
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