4be6ce No.52836 [Last50 Posts]
Seas of Blood and Glory - An Age of Sail Herobuilder/Crewbuilder
Fifty years ago, the brave explorer Saint Emmeric sailed westward in hopes of finding a passage to the Orient. What he found was an entirely new world, filled with beastmen, giants, vampires, magic, monsters and most importantly treasure. This launched an exodus by the great nations of Meridia known as the Colonial Powers, who travelled westward in search of new territories, new riches and new glory. The Castellonians were the first to arrive, seeking gold along with great and powerful artifacts from the mystical continent of Aztlan. Next came the Tortuguese, the Castellonians' neighbors and close allies, seeking to gain some treasure and territory for themselves. The Franciscans, Barthelonians and Hallandians would inevitably follow, all forming their own settlements and carving up parts of the New World for themselves. All the while, the original inhabitants of the New World struggle to cope with the onslaught of these new, powerful nations and pirates and criminals have taken advantage of the relative lawlessness of the New World and turned the seas into their hunting grounds to prey on the weak and lay claim to their treasure.
You are one of the people who has somehow ended up here in the New World, perhaps as a native of these lands or as a bright-eyed newcomer eager to make his fortune here. What role will you play in this new world? Will you be a brave native who saves his people from extermination and subjugation, or will you be the one that conquers them? Will you say "Fuck it" and rob both sides blind instead? It's all up to you.
Welcome to Seas of Blood and Glory! To begin please read the lore and rules pastebins found at the bottom of this post and then fill out this character sheet. (Note: I'm only accepting a maximum of 10 players, players who want to join after the 10 player mark has been reached will have to wait for an inactive player to be wiped before they can play)
—Fill out—
>Name:
(Please pick something meaningful, no retardation/distasteful memes allowed)
>Race:
(See lore pastebin for more info, make sure to read the lore pastebin and pick something appropriate and not dumb shit like unicorns, beholders or space aliens)
>Gender:
(Are you a boy or a girl? P.S. There are only two genders)
>Nationality:
(What nation you're from, see lore pastebin for more info, additional snowflake nations not on this list must be approved by me)
>Fluff:
(Your physical features, backstory, and whatever else makes your character special. I don't need a book but please give me enough to work with as this will determine your skills, your ships, your crew, your equipment and your heirloom item. Mary sues/minmaxers who try to fluff their character into the second coming of Jesus just to get obscene amounts of starting loot/skills will be sent to hell where they belong)
>Color:
(Pick a SOLID color, will be used to mark you on the map)
—Don't fill out—
>Health:
10/10 (if this reaches zero, yer headed to Davy Jones' Locker)
>Current Status:
Healthy (this is for any status effects you may have, e.g. poison, drunkenness, chlamydia, missing limb, etc.)
>Equipment
(Your personal worn and wielded items such as armor, fancy coats, fancy swords, etc. Determined by fluff)
>Currency:
100 Gold Doubloons (Money, spend it wisely)
>Ships:
(Given based on fluff, don't expect much to start with)
>Crew:
(Given based on fluff, see above)
>Special Crew:
(People with special talents or people who are exceptionally skilled at something. Will be acquired over the course of your journey.)
>Morale:
(The overall happiness and morale of you and your crew. A happy crew will work harder and provide bonuses while an unhappy crew will perform worse and will mutiny if it gets bad enough, potentially leading to a very dangerous situation. See the rules pastebin for more info)
>Supplies:
(Food, weapons, ammo and whatnot. Given based on fluff)
>Treasure:
(Anything valuable. Will be acquired over the course of your journey.)
>Reputation:
(Determined by your nationality and somewhat by your fluff. See rules pastebin for how this works)
>Languages:
(What languages you can speak. Given based on nationality and fluff)
>Magic:
(The magic you have access to, if any. Read the rules pastebin for more info and consult with me if you wish to have any)
>Skills:
(The skills you've acquired, given based on fluff)
>Heirloom Item:
(A rare and unique item given based on your fluff. May be a minor magical artifact or just something really useful)
—
Dice are 3d100
Rules (READ THIS): https://pastebin.com/bDvWiqaH
Lore: (READ THIS TOO): https://pastebin.com/KDKWxHaE
If there's any questions please ask on discord to avoid cluttering the thread.
____________________________
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c82cf9 No.52837
>>52836
>Name:
Captain Bungla Nohani
>Race:
Hobgoblin
>Gender:
Male
>Nationality:
Baharuk Tribesman
>Fluff:
Bungla Nohani is a lean and swarthy hobgoblin who was bonked over the head with a club by his jealous brother and sold into slavery! However being one of the few smart hobgoblins in the world he broke his cuffs and lead his dimwitted slavery destined kin in a mutiny taking over the ship! Lacking the navigation skills to return home he decided to make the best of it and turned to piracy with a small amount of mercenary work on the side! His crew does not discriminate taking in scum, ex-slaves and criminals from any race! There is only one rule on the ship and that is you always listen to the Captain!
>Color:
Dark Green
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1eb2f4 No.52838
>>52836
>Name:
Gerulf Stahlherz
>Race:
Human
>Gender:
Male
>Nationality:
Holy Praetorian Empire
>Fluff:
Gerulf has been an orphan for as long as he can remember, only privy to his name because others in his hometown told him it was the one he was given. From a young age he had to fend for himself, either by scavenging food or things to barter food for, or occasionally benefiting from the altruism of others that would give him food or allow him to work in exchange for food. Of the many jobs he took, killing pests was one of the simplest he found, despite some's distaste for the task. It once crossed his mind that he could also just kill another orphan for trying to steal his food, and that was the last time that happened. Killing seemed to become the easiest solution to any given problem. Once he became older and stronger, the killing of men seemed to be the most lucrative of killing-related trades, and always in fashion. He became a landsknecht and fought wars he didn't care about for lords he didn't know, and he was good at it just the same. Perhaps a little too good, as he eventually ran into problems. The concept of "non-combatants" never really factored into Gerulf's thinking, and when given the chance he would poison a whole village or collapse a building on top of a family just to kill any enemies present to make actual battle that much easier. His colleagues had no taste for such collateral damage, preferring to leave the common people unharmed, yet for Gerulf, this distinction was nothing but a bother. After a falling out with his regiment, he wandered to Hallandaine, where he heard of their need for mercenaries in the New World. A land prime for the taking, if only not for the pesky natives. Sensing a target for which he would not have to make bothersome distinctions, Gerulf got himself hired and sent to the new world ready to slaughter without worry.
>Color:
Blue
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a5754d No.52839
>>52836
>Name:
Conquistador Gabriél Rom
>Race:
Human
>Gender:
Male
>Nationality:
Castellonian Empire
>Fluff:
Gabriél Rom was born of lesser nobility in southern Castellonia, fencing and fighting in sport and in preparation for a career as a knight. Pride and Greed ever thrust him into conflict and ambition beyond his station as merely a minor noble. He would make enemies while accumulating accolades in service to Families, Empress and Church. To escape enemies after a treacherous encounter he sought sanctuary in the Church of St. Uriel the Archangel. There he met Father Herman who himself had been a powerful and energetic youth long ago. Faith, friendship, and tutelage of Father Herman balanced him and set his gaze westward where the Word of God was shallow. Combining his own fortunes, a missionary grant from the Church, and a favor of the Castellonian Crown to make a journey to the West. Gabriél was able to purchase the ship 'Gloria'. The wealth and glory of the New World awakened a deep lust for gold in Gabriél, but the tutelage of Father Herman has blessed him with two manifestations of Sol Invictus to banish evil and to save the worthy. "Two miracles to weigh against your two sins" as Father Herman warned him. He clutched at the fetish that had been in his family since before the Reconquista, looking for strength and purpose.
>Color:
Gold
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d634b8 No.52840
>>52836
>Name: Captain Objímač Stromov
>Race: Elf
>Gender: Male
>Nationality: Slavan
>Fluff: Captain Stromov is a dark and imposing looking man, especially for an elf. Grey in skin where elves are usually fair and with a dark beard where other elves usually like to keep clean shaven. Stromov has the lean muscle of an elf soldier used to combat and a voice of authority that suggests he has been a captain for quite some time. He likes to have a few skull symbols and various other unnerving symbols on him since it seems to put his opponents on the back foot in both combat and diplomacy.
Like many elves Captain Stromov grew up in Slava. He grew up the son of a river trader and would regularly go with his father on trips to trade with the coastal cities. He began to love the sea and the freedom of sailing. He also began to grow bored of the stagnation of his homeland. As he became an adult he moved to the human lands and joined various crews to learn the trade and earn some money. This went on for years and eventually he purchased his own ship and hired his own crew. Still young, for an elf, he began working as a privateer for the navies of the continent in their various wars. Surprisingly this ended with him getting shafted on his pay quite a bit. The distrust, insults, and betrayal finally grew too much for him and he finally decided to embrace the piracy they accused him of. He set sail for the new world with his crew and the freedom, loot, and exotic women that entailed.
>Color: Purple
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12708c No.52841
>>52836
>Name: Garrett the Godless
>Race: Human
>Gender: Male
>Nationality: Free City (Dead Man's Anchorage)
>Fluff: Garrett is a lean and fit young man of average height with a head of scruffy black hair and a pair of cold green eyes. His face is handsome but hard, with numerous nicks and pockmarks marring his good looks. His beard is shorn down to a permanent stubble and his clothes are all heavily patched. In battle he wears a gruesome mask fashioned from a guardsmans' skull and etched with war-oaths taken from the good book of Solarianism, hiding his features behind bleached bone as he lays men low with cutlass and shot.
Garrett was born a whore's son; his father could be any one of a hundred sailors and seamen. Least-liked among his siblings for his mischievous nature and domineering personality, Garrett was removed from his home at knifepoint at the tender age of eight. From there he went to the streets, stealing and stabbing for his food and coin, and when he began to grow into a man he threw his lot in with a motley crew of smugglers. Thrifty and prudent, Garrett saw and did many awful things in his childhood and lived through a multitude of subtle horrors in his five years aboard the merchant ship; all of them building his burning resolve and his lust for power and prestige so that he would never be victimized again. When the smuggler ship was assaulted just off the docks from the Dead Man's Anchorage, Garrett took his chances and plundered what he could of the ship's storeroom before leaping into the water and swimming ashore. With his cunning and coin and the knowledge he'd soaked up from his time as a cabin boy, Garrett bought a rag-tag ship and from the slums and bars he recruited a similarly rag-tag crew. Now fancying himself a privateer (or, perhaps, just a plain scurvy pirate), Garrett seeks greater ambition and greater power. One day, he will be something, and the New World will tremble in fear at the prospect of invoking his wrath.
>Color: Dark Grey
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76ebc5 No.52842
>>52836
>Name:
Ixpiyacoc
>Race:
Beastman
>Gender:
male
>Nationality:
Ixtlub Confederacy
>Fluff:
Mangy looking sorry sort, grey ragy skin and obsidian clouded eyes, his ligaments spindly looking and limbs vaguely strange. Born during Wayeb in Iximche, due to this he was forgotten by his birth-mother, a terrible omen his life promised for her. When his father returned from war, he found nothing say a child covered in dirt, blood and iridescent beetles. His father took him, burned down his home and left him in the care of the priests at a small temple near the edge of the sea. Ixpiyacoc learned of the earth, the voice of the soul and the truth colour of blood. As a young man. he was to be sacrifice for Camazotz whose rage caused the sky to darken, this was actually a ploy of Camazotz who gloated to Xolotl that this temple with its priesthood followed his path and would soon prove this with sacrifice to him. an old priest took Ixpiyacoc and sent him out to sea during the confusion of the event, 2 years adrift he collides into a noble merchant vessel, a large canoe which one could walk around, the merchant gave work to Ixpiyacoc in-exchange for saving him, however the nobleman's intentions were selfish as he was sure of a traitor among his midst but not who and so he took Ixpiyacoc as a blessing someone who couldn't possibly know the true value he held, locked in a box, under his seat. Seven nights and seven days went and saw the crew lesser in number and troubled in mind, not for Ixpiyacoc, he learned to work the vessel. A day out from port all but the nobleman, Ixpiyacoc and two paddlers were left, however this time there was a corpse. the man laying dead was the nobleman's most trusted body guard, hacked in the neck with a stone knife, a stone knife the nobleman holds. when the large canoe arrived at port only Ixpiyacoc was there holding a box that was locked. when asked what had happened he said "the wife of the man who owns this canoe placed a curse upon this box, it drove him mad"
>Color: Brown
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4be6ce No.52843
Spot saved per request of Scruffy
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c9363b No.52844
>>52836
Name: Yohuateotl the Sun Eater
Race: Vampire Noble
Gender: Male
Nationality: Empire of Aztlan
Fluff: Born under the blood moon Yohuateotl's form was just as auspicious. With membranous wings on his back and fur lining his body he was quickly raised to be of the ruling caste. Even in his infancy it was apparent that he was aware of his great status and throughout his life he was always able to extract maximal benefit from it. That is until he went above even his own high station by taking what is rightfully reserved for his father for himself instead. Execution of one so blessed could not be done however, so instead they had banished him from the capital and effectively stripped him of much of his priestly authority forcing him to constantly be on the move. The only remnant of his old status is his jaguar hide cloak that had been soaked in the blood of every sacrifice he had performed. In his exile he was one of the first to make contact with the colonists and their anathemic religion. While the nobility has had limited contact from these solarians, Yohuateotl was all too familiar of what their spread could herald if allowed to fester in their lands. Believing if he could oust these outsiders that he would be accepted back he had declared a personal crusade against them. Performing many raids to make more thralls and jaguarmen. Earning him the title of the Sun Eater, but this was merely the first step of his true plan. Learning of their doctrinal split and differing nationalities Yohuateotl has planned to foster this rivalry to ensure that they may always remain divided and easy to consume.
Color: Dark Red
—Don't fill out—
Health: 10/10
Current Status: Healthy
Equipment
Currency: 100 Gold Doubloons
Ships:
Crew:
Special Crew:
Morale:
Supplies:
Treasure:
Reputation:
Languages:
Magic:
Skills:
Heirloom Item:
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be7263 No.52845
>Name:
Lord Beckert Suller
>Race:
Human
>Gender:
Male
>Nationality:
United Kingdom of Barthelonia and Camlann
>Fluff:
Strengths:
-Logistician
-Amicable to Dwarves
-Speechcraft
Weaknesses:
-Posh (not a fighter)
-Lack of Survival Skills in the wild
-Strategist not a Tactician (better at organizing fleets, not good at commanding ships in combat)
Lord Beckert Suller is the current executive officer of the newly formed West Nopu-Enlou Trading Company, a brand new subsidiary of the East Nopu-Enlou Trading Company, and chartered under the wax seal of King Edward II himself. The Barthelonian's have experienced massive economic wealth and prosperity from their almost monopolistic control of the far eastern territory of Nopu-Enlou, where vast tea leaf plantations, silk production, spice farms bring wealth like a river of gold.
Hoping to mimic the ventuer in the New World, Lord Suller is commanded by the board to maximize the economic potential of Barthelonian colonies in the west. Lord Suller is born of a noble family that has several ventures and assets in Nopu-Enlou, and took up the art of trade and organization from a young age, managing a plantation himself when he was just 16. He has a fondness for Dwarves, at least the ones loyal to Crown and Country, admiring their industrious and innovative nature. His crew currently boasts a great many such dwarves, as gun loaders and ship carpenters. As a noble of Barthelonia, he is not particularly a skilled fighter, nor does he take after any famous battle officers; he has always relied on delegation to other skilled fighting men as well as stayed within the ever expanding boundaries of civilization. What he lacks for in ruggedness, he invests in diplomatic skill and intellect. His business savvy and ability to organize ventuers has allowed him to earn his position in the new company subsidiary.
The Barthelonians have always prided themselves on their navy and the superiority of their ships, ever seeking to maintain an edge in the arms race for the most powerful ships. To that end, Lord Suller is given command of the famed Barthelonian Heavy 1st Rates. 3 decks of heavy dwarfen wood and cannons and an array of topside weapons, combined with ample space for soldiers, settlers, and of course, cargo. Not the fastest vessels in the world, nor the most agile, and some question the logic of mixing commerce vessels and warships but its size is a thing to behold.
Lord Suller hopes to profit of a new and vital discovery in Rhamestown. "Emmerican Live Oak", a recently discovered strain of tree whose density and ability to resist cannon fire far surpasses anything in the Old World. Beyond this, he is responsible for supporting the rest of the Barthelonian colonies with supplies and military aid, no easy task. If just one colony fails, he knows it will be on his head. Or his neck.
"The Wealth of the New World is not in native gold, or buried treasures.
It is in live oak, tobacco, and limes."
https://www.youtube.com/watch?v=0CbocstZa3c
>Color:
Light Red
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db0aa1 No.52846
Name:Charles Velden
>Race:Human
>Gender:Male
>Nationality:United Kingdom/The free cities
>Fluff:Charlie is the very epitome of the dashing rogue. Charming, Witty, Cunning and stupidly brave, he stand at around 6'2 weighing 165lbs. With a pale unblemished body, no trave of battlescsrs save one jagged scar right above the eye. Charlie is both a devil of the sword and a devil of the drink and could beat anyone foolish enough to try to duel him even if he was drunk. But, charlies greatest strength isn't his charm or fighting skills, its his abillity to inspire unwavering loyality in his ragtag band of pirate followers.
>Color:Maroon, Failing that a dark Navy Blue
—Don't fill out—
>Health:
10/10 (if this reaches zero, yer headed to Davy Jones' Locker)
>Current Status:
Healthy (this is for any status effects you may have, e.g. poison, drunkenness, chlamydia, missing limb, etc.)
>Equipment
(Your personal worn and wielded items such as armor, fancy coats, fancy swords, etc. Determined by fluff)
>Currency:
100 Gold Doubloons (Money, spend it wisely)
>Ships:
(Given based on fluff, don't expect much to start with)
>Crew:
(Given based on fluff, see above)
>Special Crew:
(People with special talents or people who are exceptionally skilled at something. Will be acquired over the course of your journey.)
>Morale:
(The overall happiness and morale of you and your crew. A happy crew will work harder and provide bonuses while an unhappy crew will perform worse and will mutiny if it gets bad enough, potentially leading to a very dangerous situation. See the rules pastebin for more info)
>Supplies:
(Food, weapons, ammo and whatnot. Given based on fluff)
>Treasure:
(Anything valuable. Will be acquired over the course of your journey.)
>Reputation:
(Determined by your nationality and somewhat by your fluff. See rules pastebin for how this works)
>Languages:
(What languages you can speak. Given based on nationality and fluff)
>Magic:
(The magic you have access to, if any. Read the rules pastebin for more info and consult with me if you wish to have any)
>Skills:
(The skills you've acquired, given based on fluff)
>Heirloom Item:
(A rare and unique item given based on your fluff. May be a minor magical artifact or just something really useful)
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49d2e6 No.52847
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49d2e6 No.52848
>Name:
Matías Xirau
>Race:
Human
>Gender:
Man
>Nationality:
Castellonian Empire
>Fluff:
https://pastebin.com/yNAcZ1Y7
>Color: Orange
—Don't fill out—
>Health:
10/10 (if this reaches zero, yer headed to Davy Jones' Locker)
>Current Status:
Healthy (this is for any status effects you may have, e.g. poison, drunkenness, chlamydia, missing limb, etc.)
>Equipment
(Your personal worn and wielded items such as armor, fancy coats, fancy swords, etc. Determined by fluff)
>Currency:
100 Gold Doubloons (Money, spend it wisely)
>Ships:
(Given based on fluff, don't expect much to start with)
>Crew:
(Given based on fluff, see above)
>Special Crew:
(People with special talents or people who are exceptionally skilled at something. Will be acquired over the course of your journey.)
>Morale:
(The overall happiness and morale of you and your crew. A happy crew will work harder and provide bonuses while an unhappy crew will perform worse and will mutiny if it gets bad enough, potentially leading to a very dangerous situation. See the rules pastebin for more info)
>Supplies:
(Food, weapons, ammo and whatnot. Given based on fluff)
>Treasure:
(Anything valuable. Will be acquired over the course of your journey.)
>Reputation:
(Determined by your nationality and somewhat by your fluff. See rules pastebin for how this works)
>Languages:
(What languages you can speak. Given based on nationality and fluff)
>Magic:
(The magic you have access to, if any. Read the rules pastebin for more info and consult with me if you wish to have any)
>Skills:
(The skills you've acquired, given based on fluff)
>Heirloom Item:
(A rare and unique item given based on your fluff. May be a minor magical artifact or just something really useful)
—
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4be6ce No.52849
NO NEW PLAYERS AFTER THIS POST
Statting coming shortly
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be7263 No.52851
>>52845
CORRECTION:
>Scratch references to Live Oak, it's just the abundance of wood supply of the new world in comparison to the relative deforestation of Meridians old trees
>Instead of starting with a Ship of Line start with an appropriate large and cargo carrying vessel for early game
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4be6ce No.52859
>>52837
CAPTAIN BUNGLA NOHANI
>Health:
15/15
>Current Status:
Healthy
>Equipment
Slave Rags, Old Cutlass (+1), Old Matchlock Pistol (+1)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 Freed Slaves
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of slave gruel
3 crates of regular rations
3 barrels of average rum
2 crates of damaged cutlasses (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of lumber
2 bales of sailcloth
>Treasure:
None yet
>Reputation:
Estate of Rodrigo Velasquez - Hostile (-5)
Castellonian Empire - Wary (-1)
Baharuk slaves - Trusted (+2)
Dead Man’s Anchorage - Friendly (+1)
>Languages:
Baharuk Creole (Fluent), Meridian (Fluent), Castellonian (Broken)
>Magic:
None
>Skills:
Swordplay II (+2 to combat as long as you use a sword)
Survival I (+1 to rolls involving basic survival skills in the wild)
Carpentry I (+1 to rolls to build structures, can also be used to repair your ship)
Intimidation I (+1 to rolls to intimidate others, can be used in interactions with NPCs)
>Heirloom Item:
Bone Fetish of Nohani - A small pocket-sized bone statue of what appears to be a dancing hobgoblin. It grants a +5 bonus to your health and increased natural healing as long as it’s near you and if you’re struck by a mortal blow or are otherwise killed it will save you just once, but in doing so it will be destroyed.
FREEDOM! After a long and hard fight your former master Rodrigo Velasquez abandons ship while his guards put up a bitter fight to the end. You manage to steal one of the guards’ flintlock pistol and his sword off his corpse which you gladly arm yourself with, and find that while your master has absconded with most of his riches there’s plenty of food and supplies onboard, while most of it is the nearly inedible gruel you’ve grown accustomed to there’s some good food left over as well. This should be enough to last you for a while. You also find the bone fetish that’s been in your family for generations left in the treasure hold along with 100 gold doubloons, which you suppose is enough. With the rest of the newly freed slaves looking to you for guidance you sail to Dead Man’s Anchorage, where all renegades like you eventually end up. It’s a besotted town full of crooks and criminals but one where you can truly enjoy your freedom without reprimand or fear of capture. You find several opportunities by asking around. If you want to risk it, there’s rumors of a gold-laden and heavily protected Castellonian ship passing through the area. Or, if that’s not appealing, there’s plenty of plunder to be had in looting and pillaging the marauding Tarawaks and Aztlanics. There’s also a single Tortuguese slave ship headed this direction, loaded with not only treasure but enslaved brothers and sisters as well. What will you do?
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4be6ce No.52860
>>52838
GERULF STAHLHERZ
>Health:
11/11
>Current Status:
Healthy
>Equipment
Colorful clothes, worn iron cuirass (+1 HP), old iron pike (+1)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<insert name of ship here> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 Hallandian Mercenaries
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 barrels of regular Hallandian ale
2 crates of old pikes (+1 to 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
Nothing yet
>Reputation:
Hallandaine - Normal (+1)
Onondaga - Wary (-1)
Tarawak - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Hermanic (Fluent), Meridian (Fluent), Hallandese (Broken)
>Magic:
None
>Skills:
Formations I (+1 to combat in formations such as pike squares)
Spearmanship I (+2 to combat as long as you wield a pike or spear)
Swordsmanship I (+1 to combat as long as you wield a sword)
Survival I (+1 to actions involving basic survival skills in the wild)
>Heirloom Item:
Berserker’s Katzbalger - A mystical, brutal-looking sword passed down through your family. Gives a +3 combat modifier bonus when you’re below half health and a +5 combat modifier bonus when you’re at 1 HP. Gives a +1 combat modifier normally when wielded.
After a long journey from the rolling fields and windmills of Hallandaine you have finally arrived in the Hallandian port of Friedrichsburg. Eager to run some natives through with your pike, you approach the manor of Lord Anders von Stossel and are welcomed in. Apparently the need for mercenaries is great, and seeing your skill Lord von Stossel agrees to sponsor your quest for the heads of the natives. He gives you two modest ships with plenty of supplies and he puts you in command of 25 other brave mercenaries also seeking blood and glory. The lord explains the growing tensions between the Onondaga centaurs who have recently moved to the island of New Osteland, and he explains the plot to rout the savage Tarawak orcs on Verites Island to the east in order to claim more territory in the name of Hallandaine. As such he states that he’s willing to pay for the head of each savage and will pay even more if you’re lucky enough to take down a village. He leaves the choice on which target to attack first up to you. What will you decide upon?
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4be6ce No.52861
>>52839
CONQUISTADOR GABRIEL ROM
>Health:
11/11
>Current Status:
Healthy
>Equipment
Conquistador’s garb, worn iron cuirass (+1 to HP), old cutlass (+1 to ATK)
>Currency:
100 Gold Doubloons
>Ships:
Gloria - Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew:
25 Conquistador Recruits
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
5 crates of regular rations
3 barrels of Castellonian sangria
2 crates of old swords (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 blessed containers of holy water
2 bundles of sailcloth
1 bundle of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Praetorian Solar Congregation - Friendly (+1)
Aztlan - Wary (+1)
Ixtlub - Wary (+1)
Tarawaks - Wary (+1)
Onondaga - Wary (+1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Holy Praetorian (Broken)
>Magic:
Saint Galadrin’s Blessing of Health (Minor) - (Requires holy water blessed in a Solarian church, restores 3 HP)
Saint Bellum’s Blessing of Turning (Minor) - (Requires 2 HP per cast, gives +3 ATK modifier against undead and demonic creatures)
>Skills:
Swordsmanship II (+2 combat modifier when using a sword)
Command I (+1 combat modifier when leading men)
>Heirloom Item:
Solar Cross of Saint Lucia - This blessed silver holy fetish depicting the Solar Cross has safeguarded your family for generations, and it will safeguard you too. The amulet is enchanted to sense malicious intent in the hearts of others and will glow brightly if you are in danger. The amulet also puts your mind at ease and helps you focus, thus giving you a +5 bonus to casting spells when out of combat.
At last your long journey has reached its end as the Gloria pulls into the port of San Salvacion. You walk around the bustling colonial capital of the Castellonian Empire, eager to set foot on solid ground for a change, and hear rumors of the ongoing war with the dreadful vampires of Aztlan. You hear that the viceroy is seeking the heads of any Aztlanic vampires and is paying even more handsomely for those brave and intrepid souls who manage to capture or destroy one of their accursed cities. Of course, there is always the ever-present threat of the heathen Tarawak orcs and the beastly Ixtlub savages as well that must be taken care of as well. What path will you choose?
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4be6ce No.52862
>>52840
CAPTAIN OBJIMAC STROMOV
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Slavan clothing, worn elven chainmail (+1 HP), damaged Slavan shashka (+1),
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<insert name of ship here> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 elven buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
3 crates of regular rations
3 barrels of Slavan vodka
2 crates of old shashkas (+1 to combat for 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
>Treasure:
None yet
>Reputation:
Slavan elves - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Barthelonia - Wary (-1)
Tarawak - Wary (-1)
Castellos - Wary (-1)
>Languages:
Slavan (Fluent), Meridian (Fluent), Barthelonian (Broken)
>Magic:
None
>Skills:
Sailing II (Gives +2 on sea travel rolls)
Swordsmanship I (Gives +1 to combat modifier when wielding a sword)
Pickpocketing I (Gives +1 to pickpocketing from others)
Ship Cannonry I (Gives +1 to ship attack of the ship you’re on)
>Heirloom Item:
Slavan Sea Charm - This special sea charm passed down by your father grants good luck and protection from disasters at sea. You can use this special charm to escape a combat encounter at sea without a trace, but after it’s used you won’t be able to use it for the next two combat encounters. It also grants +5 to sea travel rolls and +1 ship ATK to the ship you’re on.
You wake up, get out of your rented bed wondering where your wet hole for the night went and walk down the stairs of the Wailing Wench Tavern and through the vomit-spattered floors of the tavern proper. Outside you find that Dead Man’s Anchorage is pretty much the same as it always is - the same wrinkly whores on every corner, the same orphan thieves looking for their next target, and the same shifty eyes sizing you up. How dreadfully boring, you want some ACTION! You ask around town for any interesting news and find a few hits - a heavily escorted and gold-laden Castellonian frigate traveling through the straits nearby and a troublesome Tarawak encampment nearby that probably has plenty of stolen loot. You can also try your hand at stealing from some other pirates if you so choose, as you read a wanted poster about a pirate calling himself Razorblade Rodriguez. A sizable bounty is on his head from the Castellonians and he might have some treasure at the same time. You mull this information over for a bit, get the lads together and tell them to get to work. But what will you decide to do?
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4be6ce No.52863
>>52841
GARRETT THE GODLESS
>Health:
10/10
>Current Status:
Healthy
>Equipment:
Brigand’s clothes, worn out cutlass (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<insert name of ship here> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
3 crates of regular rations
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Dead Man’s Anchorage - Friendly (+1)
The poor and downtrodden - Friendly (+1)
Francisca - Wary (-1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Franciscan (Broken)
>Magic:
None
>Skills:
Pickpocketing I (+1 to rolls involving pickpocketing)
Command I (+1 to attack modifier when commanding men)
Small Arms I (+1 to attack modifier when using pistols or other guns usable with 1 hand)
Swordsmanship I (+1 to attack modifier when using swords)
Intimidation I (+1 to intimidating others, can be used in interactions with NPCs)
>Heirloom Item:
Mask of the Godless - This macabre mask is infused and enchanted with the raw emotion of malice. It infuses its wearer with the strength to hunt down and kill those who have wronged him. This mask will grant a +5 attack modifier bonus against a single foe that has wronged you in some significant way if you chant his/her full name 3 times. You can only have one person marked in this way at a time and you can’t mark another until that person is dead. It also grants the wearer a +5 bonus to rolls involving sneaking as it helps its wearer blend in with the shadows or the environment in general.
You wake up from your slumber aboard your ship, clamber down the gangplank and breathe in the all-too familiar rancid air from the docks of Dead Man’s Anchorage. You walk into town, all too eager to hear the news so that you may finally find your opportunity for glory. You stroll down the cramped alleyways, dodging piles of trash and stepping over a dead body or two before finally coming across an informant. He tries to con some money out of you in exchange for this information but your death glare gets him to promptly spill the beans. Apparently there’s a few marks in the area, one of which being a Castellonian treasure ship due to pass through the straits. It’s a high-risk operation considering that the ship is heavily escorted but the reward is also high. There’s an easier mark out there as well, a large Tortuguese slave ship that’s travelling alone, seemingly unaware of the dangers that lurk nearby. Less money but full of slaves for those that are interested in that business. If not, there’s always Tarawak villages that have likely acquired some decent loot, plus the fact that many nations are paying handsomely for orc heads. You run the options through your head and think about what to do first…
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4be6ce No.52864
>>52842
IXPIYACOC
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Ixtlub outfit, old macuahuitl (+1 ATK), battered wooden shield (+1 HP)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew:
25 Mictlantecuhtli cultists
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
5 crates of regular rations
3 pots of Ixtlub pulque
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
3 bundles of wood
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Ixtlub Confederacy - Friendly (+1)
Cult of Mictlantecuhtli - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Tortuguese - Wary (-1)
>Languages:
Ixtlub (Fluent), Aztlanic (Fluent), Meridian (Broken)
>Magic:
None
>Skills:
Sailing I (Gives +1 on sea travel rolls)
Swordsmanship II (Gives +2 to combat modifier when wielding a sword/macuahuitl)
Bartering I (Gives +1 to rolls involving haggling/bartering)
Carpentry I (Gives +1 to rolls involving constructing buildings, can also be used for ship repairs)
>Heirloom Item:
Bloody Maria’s Box of Woe - A cursed locked box made of ornate wood and brass full of hatred that makes the hairs of your neck stand up whenever it’s held. Upon opening this box with the little brass key you found and shouting someone’s name, a vicious, bloodcurdling scream will escape from the box, and those who hear it will be cursed. When opening this box roll a d100, on a roll of 10-100 the box will curse a single player with -5 to all rolls and the Curse of Bloody Maria status for 3 turns and NPCs will be stricken with terrible luck and possibly a dismal end as well. However on a roll of 9 or less YOU will be afflicted with the curse, giving you -5 to all rolls for 3 turns. 2 turn cooldown.
After being chased out of the Tortuguese town of Catalao on suspicion of witchcraft, you take your large canoe and head to familiar lands - your old homeland of Ixtlan, where you will surely feel more at home. You arrive at the fishing village of Dzibilchaltun where your large canoe initially evokes a hostile response, but they stand down when they see no one but a lone axolotlman who somehow steered a galleon to safety despite all odds. A few of the beastmen gathered around you notice the auspicious box you’re carrying and begin praising you, saying that your cursed box is the blessed work of Mictlantecuhtli, the Aztlanic god of curses and vengeance. A group of the men see your arrival as an omen, and the group, a small cabal of cutists of the god of curses, agrees to follow you. Eager to see where the travels of their newfound messiah might lead, they donate some supplies and gold coins to aid on your journey and patiently await your orders.
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4be6ce No.52865
>>52844
YOHUATEOTL THE SUN EATER
>Health:
16/16
>Current Status:
Healthy
>Equipment
Aztlanic high priest garb, obsidian ritual dagger (+1 ATK), battered wooden shield (+1 HP)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew:
15 diehard followers, 10 lesser vampiric thralls
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 regular rations
5 pots of blood
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
>Treasure:
None yet
>Reputation:
Cult of Camazotz - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Castellonians - Wary (-1)
>Languages:
Aztlanic (Fluent), Ixtlub (Fluent), Castellonian (Broken)
>Magic:
Gift of Camazotz (Requires ritual sacrifice of a living sentient being, creates 1 vampiric thrall for each sacrifice, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
Curse of Xolotl (Requires a freshly-ripped heart of a sentient being and any animal, creates 1 beastman thrall for each heart/animal, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
>Skills:
Rituals I (+1 to rolls involving rituals)
Hunting I (+1 to rolls involving tracking and killing animals)
Command I (+1 ATK modifier when leading men)
>Heirloom Item:
Sun Eater’s Pelt - This thoroughly bloodstained jaguar pelt was once a symbol of your station, now the dark and malicious energies from the souls of lives ended prematurely infuses this cloak with a sinister aura. This cloak grants +5 to casting rolls and the cursed blood of the sacrificed accelerates natural healing and blesses you with +5 HP.
After being exiled from Aztlan proper you take the ship that you appropriated from a hapless Castellonian victim who got a little lost and travel the seas for many nights looking for safe haven and find it in the newly conquered Aztlanic city of Calakmul. While the noble-born general Ixcatlezuma, who is the ruler of this city, is aware of your presence here, there seems to be no repercussions from it apart from the people treating you like a common plebeian. There are plenty of beastman slaves around, but unfortunately most of the sacrifices have been shipped off to Macuahuitlan to honor Camazotz and build their undead armies. The slaves that are here are the property of others, though this shouldn’t be a problem if you’re enterprising enough. If that doesn’t interest you then you surmise that the general would likely reward you for raiding some of the nearby villages, or you can take ship and set sail to raid some of the pesky human settlements, particularly the Castellonians. Where will you bring disaster to next?
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4be6ce No.52866
>>52845
LORD BECKERT SULLER
>Health:
10/10
>Current Status:
Healthy
>Equipment
Merchant’s clothes, old Dwarven hatchet (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/55, CREW: 25/50)
>Crew:
15 Camlann dwarves, 10 West Nopu-enlou Company workers
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 regular rations
3 barrels of Eldin Baragh stout
2 crates of old cutlasses (+1 ATK for 10 crewmembers/crate)
2 crates of cannonballs
1 bundle of lumber
3 bundles of sailcloth
2 bundles of live oak (hardwood)
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dwarves - Friendly (+1)
Tarawak - Wary (-1)
Onondaga - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Camlish (Broken)
>Magic:
None
>Skills:
Farming II (+1 to rolls involving growing plants and food)
Shipwright I (+1 to rolls involving building and repairing ships)
Organization I (+5 to storage space for the ship you’re on)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item
Thrifty Jack’s Lucky Coin - This special doubloon was once the lucky coin of a masterful and famous merchant known as Thrifty Jack. He was a shrewd negotiator who would never settle for a bad deal, and the source of his confidence was this blessed coin. Holding this coin will grant a +5 boost to all trade actions with NPCs. In addition, NPCs will sell goods at a slightly lower price and buy goods at a slightly higher price by default for you.
Finally you’ve arrived in the port of Rhamestown, eager to see this newfound discovery of the new miracle wood and test it for yourself. Upon doing so you’re a bit disappointed and angry about how your overenthusiastic informant lied about how this wood was immune to cannon fire, although this “Emmerican live oak” could definitely be used to make sturdier ships than the standard Meridian lumber and as such there could definitely be a profitable market in this. The wood is sturdy, buoyant, and resilient, perfect for building ships and structures alike. You rub your hands together at the thought of all the doubloons that this will generate, as well as of the potential profits coming from a strange plant that the Onondaga like to grind, put into a strange pipe and burn so that they may breathe the smoke. A strange hobby but it supposedly takes the edge off and allows you to become relaxed. There’s also the thought of growing various citrus fruits to help fight off the ever-present menace of scurvy, as the soil is good and mostly untapped, not to mention the great tropical climate of the Canis Bay area. However, you should get to work quickly, as you have enough business sense to know that you’re probably not the only one to have these ideas, and opportunity waits for no one.
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4be6ce No.52867
>>52846
CHARLES VELDEN
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Pirate’s garb, old cutlass (+1 ATK), worn iron cuirass (+1 HP)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 buccaneers
>Special Crew
None yet:
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of lumber
3 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Tarawaks - Wary (-1)
Onondaga - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Tortuguese (Broken)
>Magic:
None
>Skills:
Speechcraft I (+1 to rolls to influence NPCs through speech)
Swordsmanship I (+1 to ATK when using a sword)
Command II (+2 to ATK when commanding men)
Ship Cannonry I (+1 to ship ATK of the ship you’re on)
>Heirloom Item:
Charming George’s Bracelet - A special silver bracelet adorned with sapphires that you managed to steal from a wealthy but ugly man nicknamed Charming George who still always had a woman by his side, a yes man to do his bidding and a patsy for when he needs someone to take the fall for him. This bracelet gives you unnatural charisma and confidence when it’s worn, giving +5 to rolls to rolls involving diplomacy and the like with NPCs. In addition, when recruiting crew you’ll get slighly more than average who are willing to sign on with you.
Finally you have arrived in the accursed port of Dead Man’s Anchorage, a place where few would normally go due to the dangers but a paradise for people like you, a lowlife criminal. There’s plenty of fine women and more importantly opportunity here, a veritable treasure trove of information geared specially to aspiring pirates such as yourself. You’re able to hear 3 rumors of interest here. The first tasty tidbit is in the Tarawak orcs that have been rampaging about recently. The lords of the various Meridian colonies have been paying handsomely for any Tarawak head you can manage to obtain, and the Tarawak raiders have likely acquired some good loot if you’re feeling brave enough to try and take down a village. The second bit of information is the Castellonian treasure ship that everyone’s been talking about. Highly armed and highly escorted but highly valuable as well. A perfect mark for the high-risk high-reward kind of guy. Lastly the third is the Aztlanics, it appears that Castellos has been recruiting mercenaries and freeblades to aid in their conquest of Aztlan against the terrifying vampiric menace. Which path will you choose?
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4be6ce No.52868
>>52848
MATIAS XIRAU
>Health:
10/10
>Current Status:
Healthy
>Equipment
Conquistador’s garb, old rusty iron cuirass (+1 HP), old cutlass (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/55)
>Crew:
15 Santisma Madre survivors, 10 escaped Ixtlub slaves
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 barrels of Tortuguese rum
2 crates of old cutlasses (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of sailcloth
3 bundles of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Ixtlub Confederation - Friendly (+1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
Cazca - Wary (-1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Aztlanic (Broken)
>Magic:
None
>Skills:
Swordsmanship I (+1 to ATK when using a sword)
Sailing I (+1 to sea travel rolls)
Command I (+1 to ATK when commanding men)
Quartermaster I (+5 to storage space in the ship you’re currently on)
Ship Cannonry I (+1 to ship ATK on the ship you’re on)
>Heirloom Item:
Sailcloth of the Santisma Madre - This tiny, handkerchief-sized square of tattered and beaten sailcloth is all that remains of the Santisma Madre, the ship that had once promised you fame and glory. Kept throughout all the pain endured in Aztlan at the hands of the cursed children of Camazotz, this sailcloth gives you the strength to endure whatever may come, no matter the odds. As long as this sailcloth is in your possession, you are able to maintain your resolve through any situation and thus are immune to fear or sanity-related status effects. The sailcloth also brings good luck at sea, granting +5 to sea travel rolls and +1 ship ATK to the ship you’re currently on.
After rallying the remnants of your crew and the Ixtlub beastmen to your cause, you decide the first course of action is to seek information, and you decide to do it in the seedy taverns and dark, winding alleyways of Dead Man’s Anchorage. You get plenty of weird looks, some from people who whisper about “that guy with the scurvy” and some who are just eyeing your coinpurse. Three pieces of information strike your interest. The first is about a Castellonian ship that’s traveling through the nearby strait to Meridia. It’s well-protected but fat with loot and treasure. A dangerous proposal but it could prove to be worth the risk. As for the second piece of information, you find a Hallandian nobleman looking for skilled sailors to take down a sea monster, a massive ship-eating sea snake from the looks of it. In exchange for the risk there’s a hefty reward, and this would be a good way to make your name known as well. The third proposal is to deal with the Tarawak problem that’s been plaguing the nearby waters. Many colonial lords are paying handsomely for the heads of Tarawaks and even more for routing their villages. The latter could prove to be a challenge but the Tarawaks likely have a sizable loot pile from all the raiding they do. You think about the choices and discuss them with your crew. What will you decide to do?
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4ce8dc No.52869
| Rolled 9, 31, 29 = 69 (3d100) |
>>52860
GERULF STAHLHERZ
>Health:
11/11
>Current Status:
Healthy
>Equipment
Colorful clothes, worn iron cuirass (+1 HP), old iron pike (+1)
>Currency:
100 Gold Doubloons
>Ships:
Styx: Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
Acheron: Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 Hallandian Mercenaries
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 barrels of regular Hallandian ale
2 crates of old pikes (+1 to 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
Nothing yet
>Reputation:
Hallandaine - Normal (+1)
Onondaga - Wary (-1)
Tarawak - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Hermanic (Fluent), Meridian (Fluent), Hallandese (Broken)
>Magic:
None
>Skills:
Formations I (+1 to combat in formations such as pike squares)
Spearmanship I (+2 to combat as long as you wield a pike or spear)
Swordsmanship I (+1 to combat as long as you wield a sword)
Survival I (+1 to actions involving basic survival skills in the wild)
>Heirloom Item:
Berserker’s Katzbalger - A mystical, brutal-looking sword passed down through your family. Gives a +3 combat modifier bonus when you’re below half health and a +5 combat modifier bonus when you’re at 1 HP. Gives a +1 combat modifier normally when wielded.
Gerulf couldn't help but smirk at the explanation of the plan for Verites. An entire island of nothing but savages, and free reign to slaughter them all. It was perfect, he would need not make any attempt at concern this time around. He tells Stossel that he makes for the island and intends to slaughter every last orc that breathes on it. He will have the land emptied.
1. The twin ships shove off and make for the island of Verites. They hope to find an inconspicuous location at which to moor, as being able to sneak up on some orcs would be invaluable.
2-3. During the trip, Gerulf makes sure his crewmates can manage to hold a formation. He can't kill an army of orcs alone if they come out to face him, he'll have to rely on help from his crew, so this is the least he can make sure of. Might also have the pleasant side effect of making the crew more friendly with each other knowing they have each other's backs.
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a5754d No.52872
| Rolled 83, 85, 29 = 197 (3d100) |
>>52861
CONQUISTADOR GABRIEL ROM
>Health:
11/11
>Current Status:
Healthy
>Equipment
Conquistador’s garb, worn iron cuirass (+1 to HP), old cutlass (+1 to ATK)
>Currency:
100 Gold Doubloons
>Ships:
Gloria - Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew:
25 Conquistador Recruits
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
5 crates of regular rations
3 barrels of Castellonian sangria
2 crates of old swords (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 blessed containers of holy water
2 bundles of sailcloth
1 bundle of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Praetorian Solar Congregation - Friendly (+1)
Aztlan - Wary (+1)
Ixtlub - Wary (+1)
Tarawaks - Wary (+1)
Onondaga - Wary (+1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Holy Praetorian (Broken)
>Magic:
Saint Galadrin’s Blessing of Health (Minor) - (Requires holy water blessed in a Solarian church, restores 3 HP)
Saint Bellum’s Blessing of Turning (Minor) - (Requires 2 HP per cast, gives +3 ATK modifier against undead and demonic creatures)
>Skills:
Swordsmanship II (+2 combat modifier when using a sword)
Command I (+1 combat modifier when leading men)
>Heirloom Item:
Solar Cross of Saint Lucia - This blessed silver holy fetish depicting the Solar Cross has safeguarded your family for generations, and it will safeguard you too. The amulet is enchanted to sense malicious intent in the hearts of others and will glow brightly if you are in danger. The amulet also puts your mind at ease and helps you focus, thus giving you a +5 bonus to casting spells when out of combat.
1 Morale Improvement by Prayer. Before the men are on their way to some personal hole in the wall, Gabriel brings the men on deck for a prayer thanking Sol Invictus for his mercy in allowing them to reach the New World. Stirring their courageous selves into men who will spend their time training as well as celebrating. Reminding them of great purpose and fortune that is given in kind to those who give to the Lord. With a toast of Sangria of course.
2 Recruit Crew. Now that the Gloria had arrived, some would depart as part of the deals made to finance the voyage and now there would be space aboard for new crew. Gabriel would look for God fearing men ever found at Castellonian churches, sailors who give thanks for having survived another voyage, or another day in the New World. With Holy Water usually open to the public he could demonstrate his virtues as a Captain and Conquistador with God on his side. Men ready to defend the faith, his fellow man, and spread the word of God. +5 Solar Cross
3 Train Command II. Gabriel reflects on the lessons of Command. Maintaining order under fire, delegating the right task to the right man, and leading by example.
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12708c No.52873
| Rolled 17, 74, 8 = 99 (3d100) |
>>52841
>Name: Garrett the Godless
>Race: Human
>Gender: Male
>Nationality: Free City (Dead Man's Anchorage)
>Fluff: Garrett is a lean and fit young man of average height with a head of scruffy black hair and a pair of cold green eyes. His face is handsome but hard, with numerous nicks and pockmarks marring his good looks. His beard is shorn down to a permanent stubble and his clothes are all heavily patched. In battle he wears a gruesome mask fashioned from a guardsmans' skull and etched with war-oaths taken from the good book of Solarianism, hiding his features behind bleached bone as he lays men low with cutlass and shot.
>Color: Dark Grey
>Health:
10/10
>Current Status:
Healthy
>Equipment:
Brigand’s clothes, worn out cutlass (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<The Dripping Knife> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<The Red Maiden> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
3 crates of regular rations
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Dead Man’s Anchorage - Friendly (+1)
The poor and downtrodden - Friendly (+1)
Francisca - Wary (-1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
>Languages: Barthelonian (Fluent), Meridian (Fluent), Franciscan (Broken)
>Magic:
None
>Skills:
Pickpocketing I (+1 to rolls involving pickpocketing)
Command I (+1 to attack modifier when commanding men)
Small Arms I (+1 to attack modifier when using pistols or other guns usable with 1 hand)
Swordsmanship I (+1 to attack modifier when using swords)
Intimidation I (+1 to intimidating others, can be used in interactions with NPCs)
>Heirloom Item:
Mask of the Godless - This macabre mask is infused and enchanted with the raw emotion of malice. It infuses its wearer with the strength to hunt down and kill those who have wronged him. This mask will grant a +5 attack modifier bonus against a single foe that has wronged you in some significant way if you chant his/her full name 3 times. You can only have one person marked in this way at a time and you can’t mark another until that person is dead. It also grants the wearer a +5 bonus to rolls involving sneaking as it helps its wearer blend in with the shadows or the environment in general.
1. Before we set out to CRUSH our foes under shot and steel, Garrett needs to know exactly where he's going. Try to recruit a [Navigator] from the destitute and poor sailors of Dead Man's Anchorage.
2. Garrett goes to his motley crew to build a good rapport with them– and squash any whisper of rebellion before it can even be heard. Train [Command].
3. Lacking the strength to tackle a Castellonian ship head-on, we'll go for the next best thing: that Tortugese slaver ship. Set both of our ships in hiding to ambush the slave ship from both sides when it tries rounding the island.
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40eccd No.52875
| Rolled 97, 45, 55 + 5 = 202 (3d100) |
CHARLES VELDEN
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Pirate’s garb, old cutlass (+1 ATK), worn iron cuirass (+1 HP)
>Currency:
100 Gold Doubloons
>Ships:
The Emerald Lady - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 buccaneers
>Special Crew
None yet:
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of lumber
3 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Tarawaks - Wary (-1)
Onondaga - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Tortuguese (Broken)
>Magic:
None
>Skills:
Speechcraft I (+1 to rolls to influence NPCs through speech)
Swordsmanship I (+1 to ATK when using a sword)
Command II (+2 to ATK when commanding men)
Ship Cannonry I (+1 to ship ATK of the ship you’re on)
>Heirloom Item:
Charming George’s Bracelet - A special silver bracelet adorned with sapphires that you managed to steal from a wealthy but ugly man nicknamed Charming George who still always had a woman by his side, a yes man to do his bidding and a patsy for when he needs someone to take the fall for him. This bracelet gives you unnatural charisma and confidence when it’s worn, giving +5 to rolls to rolls involving diplomacy and the like with NPCs. In addition, when recruiting crew you’ll get slighly more than average who are willing to sign on with you.
1.Well lads, these swords are getting rather beat up, lets find new ones shall we? (Spend as much gold as needed to procure better swords also attempt to haggle for a good discount.)
2.Lets find us a good [Navigator] I'm sure we can find just the right man for the job, with offers of treasure and all the wenches he could ever want how could anyone refuse?
3.Time to set sail boys, we've got some orc villages to rape pillage and plunder. First boy that brings me 50 orc heads gets all the drinks he could want once we get back to port.
2.
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76ebc5 No.52876
| Rolled 47, 55, 74 = 176 (3d100) |
XPIYACOC
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Ixtlub outfit, old macuahuitl (+1 ATK), battered wooden shield (+1 HP)
>Currency:
100 Gold Doubloons
>Ships:
Eadrich - Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew:
25 Mictlantecuhtli cultists
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
5 crates of regular rations
3 pots of Ixtlub pulque
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
3 bundles of wood
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Ixtlub Confederacy - Friendly (+1)
Cult of Mictlantecuhtli - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Tortuguese - Wary (-1)
>Languages:
Ixtlub (Fluent), Aztlanic (Fluent), Meridian (Broken)
>Magic:
None
>Skills:
Sailing I (Gives +1 on sea travel rolls)
Swordsmanship II (Gives +2 to combat modifier when wielding a sword/macuahuitl)
Bartering I (Gives +1 to rolls involving haggling/bartering)
Carpentry I (Gives +1 to rolls involving constructing buildings, can also be used for ship repairs)
>Heirloom Item:
Bloody Maria’s Box of Woe - A cursed locked box made of ornate wood and brass full of hatred that makes the hairs of your neck stand up whenever it’s held. Upon opening this box with the little brass key you found and shouting someone’s name, a vicious, bloodcurdling scream will escape from the box, and those who hear it will be cursed. When opening this box roll a d100, on a roll of 10-100 the box will curse a single player with -5 to all rolls and the Curse of Bloody Maria status for 3 turns and NPCs will be stricken with terrible luck and possibly a dismal end as well. However on a roll of 9 or less YOU will be afflicted with the curse, giving you -5 to all rolls for 3 turns. 2 turn cooldown.
Ixpiyacoc, unable to really grasp what's really going on, decides the best course of action is to let fate decide and with fate comes the spirit. however his learning of the spirit isn't all that deep. maybe a shaman of the Onondaga will however.
he gathers everyone and then separates them into three different groups. "we are to learn of the spirit. we will make for Pasquenoc and learn what we can from the shaman of Onondaga"
1.the first group is tasked with buying more supplies, medical spiritual and nourishing, for the trip and is given 20 gold for this
1. the second group is tasked with hunting animals for sacrifice, any will do. they are given 20 gold for hunting gear.
3.the final group and Ixpiyacoc will prepare the large canoe for the trip, be it blessing it with the animal sacrifices from the hunters or reinforcing the sails and expanding the roof with more leafing.
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76ebc5 No.52877
>>52876
second group is for dice 2*
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49d2e6 No.52878
| Rolled 91, 75, 18 = 184 (3d100) |
>Name:
Matías Xirau
>Race:
Human
>Gender:
Man
>Nationality:
Castellonian Empire
>Fluff:
https://pastebin.com/yNAcZ1Y7
>Color: Orange
>Health:
10/10
>Current Status:
Healthy
>Equipment
Conquistador’s garb, old rusty iron cuirass (+1 HP), old cutlass (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/55)
>Crew:
15 Santisma Madre survivors, 10 escaped Ixtlub slaves
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 barrels of Tortuguese rum
2 crates of old cutlasses (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of sailcloth
3 bundles of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Ixtlub Confederation - Friendly (+1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
Cazca - Wary (-1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Aztlanic (Broken)
>Magic:
None
>Skills:
Swordsmanship I (+1 to ATK when using a sword)
Sailing I (+1 to sea travel rolls)
Command I (+1 to ATK when commanding men)
Quartermaster I (+5 to storage space in the ship you’re currently on)
Ship Cannonry I (+1 to ship ATK on the ship you’re on)
>Heirloom Item:
Sailcloth of the Santisma Madre - This tiny, handkerchief-sized square of tattered and beaten sailcloth is all that remains of the Santisma Madre, the ship that had once promised you fame and glory. Kept throughout all the pain endured in Aztlan at the hands of the cursed children of Camazotz, this sailcloth gives you the strength to endure whatever may come, no matter the odds. As long as this sailcloth is in your possession, you are able to maintain your resolve through any situation and thus are immune to fear or sanity-related status effects. The sailcloth also brings good luck at sea, granting +5 to sea travel rolls and +1 ship ATK to the ship you’re currently on.
1. After considering the contracts available, Matías decides on hunting the Giant Sea Serpent. Accordingly, he begins preparations for the hunt, spreading the word around to see if he could bring on any extra muscle for the trip, as hunting a beast of such size is sure to lose a few men. Additionally he would send men to the market to locate black powder sacks, and grappling shot, along with grape shot as well. Finally the men are to procure two small Gigs/Dorys, and failing finding them, to get the lumber to construct some.
2. As the task taken was extremely dangerous, Matías would go to the esteemed Hallandian noblemen as secure an advance payment, which would either be put towards securing the supplies Matías outlined to procure for the trip, or additional strengthening of the Frigate's superstructure or a few swivel gun mounts on the deck.
3. Finally, before shipping out, Matías and the crew would check over the ship they had commandeered. They needed to see if any damage was sustained in its capture or their escape, and furthermore they needed to remove all Tortuguese markings from her hull, a fresh scrubbing and paintjob would do the trick.
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c9363b No.52879
| Rolled 31, 5, 82 = 118 (3d100) |
YOHUATEOTL THE SUN EATER
>Health: 16/16
>Current Status: Healthy
>Equipment:
Aztlanic high priest garb, obsidian ritual dagger (+1 ATK), battered wooden shield (+1 HP)
>Currency: 100 Gold Doubloons
>Ships:
<Akbal's Revenge> Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew: 15 diehard followers, 10 lesser vampiric thralls
>Special Crew: None yet
>Morale: Normal
>Supplies:
5 regular rations
5 pots of blood
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
>Treasure: None yet
>Reputation:
Cult of Camazotz - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Castellonians - Wary (-1)
>Languages: Aztlanic (Fluent), Ixtlub (Fluent), Castellonian (Broken)
>Magic:
Gift of Camazotz (Requires ritual sacrifice of a living sentient being, creates 1 vampiric thrall for each sacrifice, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
Curse of Xolotl (Requires a freshly-ripped heart of a sentient being and any animal, creates 1 beastman thrall for each heart/animal, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
>Skills:
Rituals I (+1 to rolls involving rituals)
Hunting I (+1 to rolls involving tracking and killing animals)
Command I (+1 ATK modifier when leading men)
>Heirloom Item:
Sun Eater’s Pelt - This thoroughly bloodstained jaguar pelt was once a symbol of your station, now the dark and malicious energies from the souls of lives ended prematurely infuses this cloak with a sinister aura. This cloak grants +5 to casting rolls and the cursed blood of the sacrificed accelerates natural healing and blesses you with +5 HP.
1. Hmm, it would not due to antagonize more of my peers unnecessarily while I do my work. So perhaps a subtle approach should be taken. Given that Ixcatlezuma is a general and one who was recently victorious it is natural that he should want a blessing of his current and future conquests. This shall give me a natural opening to make an ally of him and ensure that I have at least some connection to my homeland.
Sun Eater’s Pelt, Rituals I
2. Such a ritual would naturally require a great many slaves which he is obligated to provide if he wishes to not offend the great Camazotz. With this great bounty of sacrifices and with my position of priest I can then direct the specifics of this ritual to something more "mutually" beneficial. By directing the target of our ire to the Castellonians in particular which would compel Ixcatlezuma to aid my crusade if he wishes to fulfill our father's will.
Sun Eater’s Pelt, Rituals I
3. With the upcoming ritual I grasp my Jaguar cloak, perpetually damp with blood. Remembering my past offerings to Camazotz. This shall be the first grand ceremony since my banishment and it would not do if I was anything less than at my best. I shall meditate on the nature of night and blood until it is time to ensure my connection remains strong.
Sun Eater’s Pelt
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d634b8 No.52880
| Rolled 16, 85, 16 = 117 (3d100) |
>>52862
CAPTAIN OBJIMAC STROMOV
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Slavan clothing, worn elven chainmail (+1 HP), damaged Slavan shashka (+1),
>Currency:
100 Gold Doubloons
>Ships:
<Záznam> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<Nesrozumiteľné Bľabotanie> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 elven buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
3 crates of regular rations
3 barrels of Slavan vodka
2 crates of old shashkas (+1 to combat for 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
>Treasure:
None yet
>Reputation:
Slavan elves - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Barthelonia - Wary (-1)
Tarawak - Wary (-1)
Castellos - Wary (-1)
>Languages:
Slavan (Fluent), Meridian (Fluent), Barthelonian (Broken)
>Magic:
None
>Skills:
Sailing II (Gives +2 on sea travel rolls)
Swordsmanship I (Gives +1 to combat modifier when wielding a sword)
Pickpocketing I (Gives +1 to pickpocketing from others)
Ship Cannonry I (Gives +1 to ship attack of the ship you’re on)
>Heirloom Item:
Slavan Sea Charm - This special sea charm passed down by your father grants good luck and protection from disasters at sea. You can use this special charm to escape a combat encounter at sea without a trace, but after it’s used you won’t be able to use it for the next two combat encounters. It also grants +5 to sea travel rolls and +1 ship ATK to the ship you’re on.
1. Probably going to need a few more crew. Get a few of the guys to go recruit.
2. I need a pistol. Whore ran off with my others. Well, anyone leaving a pistol out within reach obviously doesn't need it enough. +1 (Pick-pocketing)
3. When that is done set course to coastal greenskin settlements. Bounties and loot ho. +2
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be7263 No.52882
| Rolled 51, 4, 81 = 136 (3d100) |
>Health:
10/10
>Current Status:
Healthy
>Equipment
Merchant’s clothes, old Dwarven hatchet (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/55, CREW: 25/50)
>Crew:
15 Camlann dwarves, 10 West Nopu-enlou Company workers
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 regular rations
3 barrels of Eldin Baragh stout
2 crates of old cutlasses (+1 ATK for 10 crewmembers/crate)
2 crates of cannonballs
1 bundle of lumber
3 bundles of sailcloth
2 bundles of live oak (hardwood)
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dwarves - Friendly (+1)
Tarawak - Wary (-1)
Onondaga - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Camlish (Broken)
>Magic:
None
>Skills:
Farming II (+1 to rolls involving growing plants and food)
Shipwright I (+1 to rolls involving building and repairing ships)
Organization I (+5 to storage space for the ship you’re on)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item
Thrifty Jack’s Lucky Coin - This special doubloon was once the lucky coin of a masterful and famous merchant known as Thrifty Jack. He was a shrewd negotiator who would never settle for a bad deal, and the source of his confidence was this blessed coin. Holding this coin will grant a +5 boost to all trade actions with NPCs. In addition, NPCs will sell goods at a slightly lower price and buy goods at a slightly higher price by default for you.
1. Having the printing presses in Londin print Camlish recruiting posters for Dwarfen lumberjacks and axe men. The world has need of woodcutters looking for good pay, a small plot of land (or a hill/barrow). Getting more Dwarfs to Rhamestown would aid the budding lumber industry, as well as win more of their favor.
2. Limes. Somehow they last longer than lemons or oranges at sea, and they are a proven cure for Scurvy, by far the worst of the ailments at sea. Do we have any at Rhamestown? Begin a search for them, or find someone to trade for them, or if we have them begin a plantation.
3. Study the Tarawaks, so we can investigate if there is even one tribe who we might recruit or find out of if it is best we plan to deal with them. They respect strength, but would they respect a leader whose strength is in steel and powder as opposed to muscle and spear? Would any of them be open to the Solar Faith and would sending missionaries be a worthwhile endeavour. Send explorers and investigators to find out more
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4d5fec No.52884
| Rolled 79, 7, 92 = 178 (3d100) |
>>52859
CAPTAIN BUNGLA NOHANI
>Health:
15/15
>Current Status:
Healthy
>Equipment
Slave Rags, Old Cutlass (+1), Old Matchlock Pistol (+1)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 Freed Slaves
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of slave gruel
3 crates of regular rations
3 barrels of average rum
2 crates of damaged cutlasses (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of lumber
2 bales of sailcloth
>Treasure:
None yet
>Reputation:
Estate of Rodrigo Velasquez - Hostile (-5)
Castellonian Empire - Wary (-1)
Baharuk slaves - Trusted (+2)
Dead Man’s Anchorage - Friendly (+1)
>Languages:
Baharuk Creole (Fluent), Meridian (Fluent), Castellonian (Broken)
>Magic:
None
>Skills:
Swordplay II (+2 to combat as long as you use a sword)
Survival I (+1 to rolls involving basic survival skills in the wild)
Carpentry I (+1 to rolls to build structures, can also be used to repair your ship)
Intimidation I (+1 to rolls to intimidate others, can be used in interactions with NPCs)
>Heirloom Item:
Bone Fetish of Nohani - A small pocket-sized bone statue of what appears to be a dancing hobgoblin. It grants a +5 bonus to your health and increased natural healing as long as it’s near you and if you’re struck by a mortal blow or are otherwise killed it will save you just once, but in doing so it will be destroyed.
—-
1. Search for a proper first mate in the port. Someone who knows these seas and can fight!
2. Purchase myself some proper Captain's clothes!
3. Set off to take down that slave ship!
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4be6ce No.52904
| Rolled 47 (1d100) |
>>52869
-1 rations
You sight land at last, and the twin volcanic cones crowning this isle let you know that this is indeed the island of Verites, the rat’s nest of Tarawaks you’ve heard about. The coasts are rocky, though there are some beaches here and there too. You steer towards the island and discover a village labeled on your map as “Gruk” and find a suitable place to moor, however soon after entering the bushy jungles of the nearby beach you clumsily step right into a noose made of jungle vines and are jolted up by your right leg into the air where you remain until your crew finds you and cuts you down. A spurt of pain shoots up your leg, perhaps it was sprained minorly when it was suddenly yanked like that. However what’s more distressing is the war drums you hear in the distance…they know you’re here.
-3 HP, reputation with Tarawaks changed from Wary (-1) to Distrusted (-2). Reputation with Gruk changed to Hostile (-5)
Before this disastrous turn of events, however, you’re able to train your crew a bit on the art of the pike square and other staples of the Landsknecht tradition. They still have a long way to go before you think you’ll be satisfied with their improvement but at least they’re making progress.
Formations II progress: 1 /4
>>52872
Seeing as how you have a night of relative tranquility compared to the battles that will likely be ahead you take the time to rally the troops through prayer and drink to your cause and the cause of Sol Invictus. The night proves to be a great time for all those involved and your men wake up the next day feeling reinvigorated and more loyal to the cause.
-1 barrel of sangria, morale changed from Normal (+0) to Optimistic (+2).
You perform your miracles and many are delighted to see that a capable conquistador captain has arrived to fight the good fight. Using this momentum you are able to recruit 20 fresh faces who are faithful to Sun and Crown and who prove to be promising enough, though they are still fairly green.
Add 20 Conquistador Recruits to your crew tab and change the CREW stat on your ship to 45/50.
You think hard on how to improve your abilities with commanding men, but you can’t really think of anything you don’t already know…maybe you just need some inspiration - to learn a thing or two from the great generals of the past or to see a demonstration by one of the great generals of today.
>>52873
-1 rations
No luck on finding a navigator…most who you speak to are too afraid to work with you. You do find one among the poor and downtrodden that speaks of being a great and mighty navigator, but you quickly discard any idea of hiring him after he tells his story of how he sails his ship to the moon every Tuesday and has tea with Sol Invictus…alas, you’ll have to look a bit harder to find someone who isn’t lily-livered or crazy.
Despite this initial setback your training goes well, the scoundrels prove to be quick to learn and you find yourself taking note of many tips and tricks you could use too. It’ll be a while yet until they’re up to snuff but you’re off to a good head start.
Command II progress: 2/4
Despite not being able to find a decent navigator you set sail regardless, eager to catch up to the Tortuguese slave ship in order to make a name for yourself. However, a storm approaches and your ships are blown and swept around like crazy before you finally escape the madness. Your ships are both still afloat and all hands are on deck but they could use a little patching up. What’s worse is that you’ve gone pretty far off-course, far past where the slave ship was supposed to be. You think that you’re still somewhere in the South Angelia Islands, as there’s an island not too far away, but you’ll have to figure out a way to get back to Dead Man’s Anchorage and find another mark. Optionally going by your map the Tortuguese town of Catalao is nearby, and seeing as how you’re not a wanted man yet you could stop there to resupply and look for information.
The Dripping Knife HP: 15/20, The Red Maiden HP: 18/20
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4be6ce No.52905
>>52875
-1 rations
You manage to find Sootbeard’s Smithy, the premier blacksmith on the isle, where you find that old Sootbeard has a shelf full of swords and weapons of decent quality that have been gathering some dust. “Oh, ye mean those trinkets laddie? That’s me bargain shelf, I been tryin’ ta sell those fer weeks…don’t be thinkin’ they’re cheap in quality though, on my beard they’re some o’ the finest I have ta offer! Just for you I’ll give ye a good deal if ye buy ‘em up fer me!”
The following swords are for sale here:
1 Camlish Steel War Axe (+4 ATK) - ̶1̶0̶0̶ 50 doubloons
1 crate of Fine Cutlasses (+3 ATK for 10 crewmembers/crate) - ̶5̶0̶ 25 doubloons
1 crate of Regular Cutlasses (+2 ATK for 10 crewmembers/crate) ̶2̶5̶ 10 doubloons
*Making a choice on what to buy is a free action, limit one per action because haggling.
You also sound the call for navigators, and your natural charm attracts several potential navigators from around the city, each lured in by the promises of booze and wenches, but each also demanding a fee for their services…navigators are in hot demand these days, after all, and these skills aren’t cheap. These are the navigators who are willing to work with you:
Smitty Robinson - [Navigation III] - Fee: 5 doubloons/turn
Emilio the Drunkard - [Navigation II] [Quartermaster I] - Fee: 1 barrel of alcohol/turn (not needed when staying at a friendly port)
Nicolaas the Stargazer - [Navigation III] [Survival II] - Fee: 10 doubloons/turn
*Choosing is a free action, limit 1
Lastly you get all hands ready to sail and depart for the nearest Tarawak settlement, a village to the south of Dead Man’s Anchorage called Ugthuk. The village itself is a decent-sized one, you estimate that several hundred orcs may work here. Given the brutish culture and nature of the Tarawaks, it can be assumed that a sizable chunk of these orcs are warriors and as such it wouldn’t be smart at all to rush in with your current numbers. Drawing them out could work, or perhaps ambushing them as well if you’re crafty enough..
>>52876
>Combined the buying part of Action 2 with Action 1
Your followers return with rations - crates of rations filled with maize, salted meat, fruit and waterskins, as well as hunting supplies - a basket of bows and two simple but decently-crafted noose trap. You suppose this should be sufficient for the journey ahead.
Add 2 baskets of regular rations, 1 basket of hunting bows (+1 ATK for 10 crewmembers/crate, +1 to hunting rolls) and 2 noose traps (+5 to hunting roll, 1 use only). -40 doubloons.
The second group of your followers hunts for animals, and between the lot of them they’re able to down two deer and a turkey. Not a bad hunt at all. They round up the kills to be prepared for rituals and for their meats (and hides for the deer).
Add 2 baskets of deer meat, 1 basket of turkey meat, 1 basket of turkey feathers and 2 deer hides to your supplies tab. Change the Eadrich’s storage stat (ST) to 29/50.
You sacrifice the animals and use the animal bones along with some palm fronds and leaves to give the foreign-looking galleon some Ixtlub charm. The crew feels that the gods are pleased with these efforts, as the crew has been feeling much better than normal all day long.
Morale changed from Normal (+0) to Content (+1).
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4be6ce No.52907
>>52878
>In the future please try not to combine 3 actions in 1
You run around town, trying to gather your thoughts but you realize that you’re trying to do too many things at once so you decide to calm yourself down and focus on getting more help. As it turns out, many around town have also heard of the dreaded sea serpent and would also like a piece of the action. A little over two dozen scallywags and lowlifes join your crew, they’re nothing special but they’re able-bodied and ready to fight. They’ll only be joining for this fight, but if you impress them enough with your abilities and performance they may decide to stay on permanently. Fortunately one of them also has a donation to make to the cause - a barrel of grapeshot that he had lying around. Add 25 Scoundrels (temporary) to your crew and change your CREW stat on your ship to 50/50. Also add 1 crate of grapeshot (+1 to Ship ATK when used) to your supplies tab and change your storage stat (ST) to 19/50.
The nobleman’s representative in Dead Man’s Anchorage who put out the call to arms agrees to the proposal, seeing the crew that you’ve gathered thus far. He takes you to his ship where he procures a sack of 100 doubloons, 1/5th of the total reward, and explains that this is a loan on behalf of Lord Florentijn van Meulenbeld and while it will be deducted from your reward normally upon completion if you fail to defeat the serpent you will have to pay back the loan in its entirety. Refusing to pay back this loan or absconding with the money will result in a bounty being placed upon your head by the crown of Hallandaine. As long as you understand and agree to this, the money is yours.
Gain 100 doubloons provided you agree to the representative’s terms (acceptance or refusal is a free action)
Unfortunately there’s both a paint and soap shortage at Dead Man’s Anchorage, and as a result you aren’t able to get any scrubbing or painting done. Maybe you’ll find some later.
>>52879
While General Ixcatlezuma is at first reluctant to accept a ritual done by a disgraced and outcasted priest, he eventually allows you to perform the ritual of victory seeing as how there are no other priests here to perform it. You perform the ritual and all goes well. The sacrifices are killed and the blood is spilled, much to the delight of the attendees. All in all it was a good, decently-performed ritual, and you notice that the general along with the vampiric citizens of Calakmul are treating you with a bit more respect. However, it still pales in comparison to the unparalleled respect you once had.
Add Calakmul - Friendly (+1) to your Reputation tab.
However, during the ritual, as you attempt to cast the Gift of Camazotz on the besotted sacrifices, your mind wanders and your mental link to the spell is disrupted. As a result, while there would normally be three fresh thralls at your disposal, when you arrive at the ritual site there are none - not even the corpses remain. An onlooker reports that the corpses just wandered off into the woods, never to be seen again. You curse your ill fortune and resolve to try again with the next batch.
Lastly you decide it would be wise to meditate on the night, on death and undeath, and upon the Father’s wishes and teachings. You emerge from your meditations unnaturally well refreshed, focused and ready to try again and redeem yourself for your past failures.
Morale changed from Normal (+0) to Content (+1).
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4be6ce No.52909
>>52880
-1 rations
>Czeched
Unfortunately your efforts to get more crew come up empty-handed, apparently most of the usual free hands are off with some Castellonian trying to kill off a sea monster. Perhaps some fresh meat will roll into port later on…
You look around for a suitable pistol and conveniently find a nice matchlock pistol in the hands of some scoundrel sprawled out in an alleyway. You’re not sure if he’s dead or just passed out but either way you figure that if he’s taking up valuable street space out here then he’s gotta pay the toll..you swipe the nice pistol and make off with the poor sod’s coinpurse too. That’ll teach him to watch where he sleeps.
Gain 50 doubloons and a fine matchlock pistol (+3 ATK).
Deciding that now is the best time to act you head out and set sail in search of orcs to slay. Although your journey is a rough one, as the seas quickly get rough and choppy and a meandering current takes your ship in an unexpected direction, your sea charm does its work well and you end up spotting a Tarawak village on what looks to be the Franciscan island of New Galedonia. This village, charmingly called “Thokk”, is actually a fairly decent-sized village of about several hundred at least. Given the sheer size of the village and the fact that the Tarawaks’ brutal culture means that there are very few among them that don’t know how to fight you surmise that a head-on attack would be suicide. However, there are other options for gaining valuable orc heads for those who are enterprising enough…perhaps luring some out into a trap, or ambushing groups as they leave? Perhaps you can come back with more support from the nearby Franciscan cities on the isle?
>>52882
-1 rations
You send word on a West Nopu-enlou Company trade ship to Barthelonia to print posters and start getting the word out to as many dwarves as possible to come and seek their fortune in the new world, banking on their industriousness and craftsmanship to make your industry great. It’ll take time for the fruits of your efforts to be made manifest but in the meantime you can at least rest assured that your company will faithfully get the word out for their newest investment.
Gain more dwarves in Rhamestown and some dwarven crewmembers in 2 turns (remind me please)
You acquire some lime seeds from a friendly merchant for 25 doubloons, a steal as he says as Rhamestown is supposedly a great place for lime growing, much better than the more tropical lands around Canis Bay. The fruit is juicier and the skins are harder and more hardy, as the claim goes. Unfortunately the realization hits you that this merchant may have deceived you when a late cold snap kills off your crop before it has a chance to truly even begin growing.
Lose 25 doubloons.
In the quest for information on the Tarawaks you decide to sail around the Cape of Nueva Castellos and into the islands of Canis Bay where you hear that the Tarawaks originate from. You sail to an island in the Lesser Leonides where you find a small island simply named “Bakku” inhabited by a Tarawak tribe. The Tarawaks here do not let you enter their village and screech at you to “GEDDOUT” - the only word in their guttural language you can comprehend. However, as you make your leave you stumble upon an orc - a small orc, weak and malnourished. You hear a weak cry from this poor besotted orc: “G…gib food”. Apparently this particular orc is somehow smart enough to learn some broken Meridian. A nice hearty meal is enough to earn the trust of this particular orc, and he offers to join you as long as you keep the food coming. From what you can understand of his horribly mangled Meridian, you are able to learn that the only way to truly gain control over a Tarawak is by showing him that you are stronger than them. They care not for “trikkz” like “flashy bangin’ gitz” or “shiny stikkz” but instead when a Tarawak wishes to gain control of a tribe he challenges the leader to a “scrap in da pit” where both Tarawaks are naked and unarmed, fighting to the death with only their fists and their wits and no mercy whatsoever in an often gory and drawn out display that draws in the whole tribe to watch the spectacle. It appears that this is the task you have before you if you wish to gain dominance over the Tarawaks.
A new special crewmember wishes to join you!
Gruzgob (a.k.a. Grubby) - [Survival II] [Tarawak Translator] - Fee: 1 barrel of rations/turn (not needed when staying at a friendly port)
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4be6ce No.52910
>>52884
-1 rations
You search the dirty streets of Dead Man’s Anchorage looking for any who would be so keen as to join you in your quest. A few biters emerge, though most are a bit perturbed by the idea of working for an escaped slave. Still, these are the people who agree to join up with you (for the right price, that is).
Tricky Richard - [Pickpocket II] [Speechcraft I] [Navigation I] - Fee: 5 doubloons/turn
Babajide - [Spearmanship II] [Navigation II] [Ixtlub Translator] - Fee: 10 doubloons/turn
Gerard the Knife - [Swordsmanship III] [Command III] - Fee: 20 doubloons/turn
Choosing a first mate from among these choices is a free action, limit 1
You also search for some proper clothes, and happen to run into a friendly merchant on the docks who offers you exquisite proper pirate’s garb for a steal! 25 gold doubloons for a set of dashing clothes indeed. Without hesitation you buy it, eager to get in on the deal while it lasts. He goes to his ship and brings a box with the clothes, but upon opening it you find that these clothes are TINY! Apparently he purchased them to sell to a gnome of the Orient but was unable to sell them so he swindled them off on you! You can’t wear these, you can’t even fit in them! And on second look, the quality of the fabric is miserable too! You curse your rotten luck and endeavor to get that bastard should you ever see him again.
Lose 25 doubloons, gain 1 set of tiny pirate clothes.
Lastly you set out on the high seas and find that the winds are on your side! You quickly locate and find the foolish slavers, and move in for the attack! First dice above is to determine how that goes.
WORLD NEWS:
The Castellonian Empire continues its buildup of troops in preparation for another attempt at conquering Aztlan, sending out word to all Meridian colonies in search of aid.
A Franciscan nobleman causes a scene while at a Barthelonian wine party, insulting the Barthelonian crown while offering no apology. A fight ensues, leaving much speculation about whether Barthelonia and Francisca will return to war once more after their truce expires.
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4be6ce No.52911
>>52884
>>52904
CAPTAIN BUNGLA NOHANI VS. THE ANDARILHO
BUNGLA NOHANI ROLL: 92 + 270 = 362
ANDHARILO ROLL: 47 + 280 = 327
The Andarilho, a large slave frigate, at first is blissfully ignorant of the presence of your ship but as soon as the pirate colors go up and the odds of her escape go down the Andharilo turns its broadsides towards the ship of Bungla Nohani and the two engage in a brutal crossfire before Nohani orders the ship to bravely move in and slap down the gangplank on the Andharilo. Captain Nohani and his men prepare for a brutal fight as they charge over the gangplank to meet their foe in battle.
RESULTS:
Combat continues
Bungla Nohani HP: 12/15
<insert name of ship here> HP: 32/40
Surviving Crew: 22 Freed Slaves
Andarilho HP: 25/40
Surviving Crew: 24 slavers
>>52884
Roll again please
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c82cf9 No.52913
| Rolled 58 (1d100) |
>>52911
"Yoohoo and charge!"
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4be6ce No.52914
| Rolled 11 (1d100) |
>>52913
Round 2 roll
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1eb2f4 No.52915
| Rolled 56, 42, 20 = 118 (3d100) |
>>52904
GERULF STAHLHERZ
>Health:
8/11
>Current Status:
Healthy
>Equipment
Colorful clothes, worn iron cuirass (+1 HP), old iron pike (+1)
>Currency:
100 Gold Doubloons
>Ships:
Styx: Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
Acheron: Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 Hallandian Mercenaries
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
4 crates of regular rations
3 barrels of regular Hallandian ale
2 crates of old pikes (+1 to 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
Nothing yet
>Reputation:
Hallandaine - Normal (+1)
Onondaga - Wary (-1)
Tarawak - Distrusted (-2)
Gruk - Hostile (-5)
Aztlan - Wary (-1)
>Languages:
Hermanic (Fluent), Meridian (Fluent), Hallandese (Broken)
>Magic:
None
>Skills:
Formations I (+1 to combat in formations such as pike squares) II Progress 1/4
Spearmanship I (+2 to combat as long as you wield a pike or spear)
Swordsmanship I (+1 to combat as long as you wield a sword)
Survival I (+1 to actions involving basic survival skills in the wild)
>Heirloom Item:
Berserker’s Katzbalger - A mystical, brutal-looking sword passed down through your family. Gives a +3 combat modifier bonus when you’re below half health and a +5 combat modifier bonus when you’re at 1 HP. Gives a +1 combat modifier normally when wielded.
1. Gerulf would leave five men, the ones he didn't have enough arms for, on the ships, ready to shove off on a moment's notice. If things went badly, we would run and live to fight another day. It's the smart way to play. The other twenty men would be armed with pikes and ready for battle.
2. In all his years of killing, Gerulf had found that nothing works quite like a good old crazy maneuver to throw the enemy off. Makes them much easier to kill. He would have five men climb up trees in the path that the orcs would have to take to meet us. They were instructed to leap down and impale some orcs on their pikes from above when the opportunity came. This would hopefully cause enough confusion for the rest of us to take advantage of.
3. Lastly, the remaining sixteen armed men including Gerulf himself would form up with their pikes and stand ready to meet the enemy, naturally making sure to take position in the best spot to facilitate the leaping impalement plan. Once that was done, the formation would move ahead and skewer any orcs they could get their pikes on.
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4be6ce No.52916
>>52911
CATAIN BUNGLA NOHANI VS. THE ANDHARILO ROUND 2
BUNGLA NOHANI ROLL 58 + 240 = 298
ANDHARILO ROLL: 11 + 168 = 179
WIth a mighty yell Captain Nohani sounds the charge across the gangplank and a vicious fight ensues. However, the defenders vastly underestimate the tenacity and skill of the former slaves and those who resist are slain to the man. The captain is taken hostage, free to do with as you wish, and the cargo - your fellow Baharuk brothers and sisters and a stash of gold and valuables - is yours to do with as you please as well.
FINAL RESULTS:
Victory for Bungla Nohani
Bungla Nohani HP: 11/15
<insert name of ship here> HP: 32/40
Surviving crew: 20 Freed Slaves
-1 crate of cannonballs
Spoils:
New ship:
20 Escaped Slaves (willing to join your crew)
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 11/50, CREW: 0/50)
250 gold doubloons
3 crates of slave gruel
2 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
1 crate of regular cutlasses
1 crate of old cutlasses
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4be6ce No.52917
>>52916
Also change reputation with Tortugal from Neutral to Distrusted (-2)
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c9363b No.52918
| Rolled 63, 98, 88 = 249 (3d100) |
>>52910
YOHUATEOTL THE SUN EATER
>Health: 16/16
>Current Status: Healthy
>Equipment:
Aztlanic high priest garb, obsidian ritual dagger (+1 ATK), battered wooden shield (+1 HP)
>Currency: 100 Gold Doubloons
>Ships:
<Akbal's Revenge> Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew: 15 diehard followers, 10 lesser vampiric thralls
>Special Crew: None yet
>Morale: Content (+1)
>Supplies:
5 regular rations
5 pots of blood
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
>Treasure: None yet
>Reputation:
Calakmul - Friendly (+1)
Cult of Camazotz - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Castellonians - Wary (-1)
>Languages: Aztlanic (Fluent), Ixtlub (Fluent), Castellonian (Broken)
>Magic:
Gift of Camazotz (Requires ritual sacrifice of a living sentient being, creates 1 vampiric thrall for each sacrifice, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
Curse of Xolotl (Requires a freshly-ripped heart of a sentient being and any animal, creates 1 beastman thrall for each heart/animal, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
>Skills:
Rituals I (+1 to rolls involving rituals)
Hunting I (+1 to rolls involving tracking and killing animals)
Command I (+1 ATK modifier when leading men)
>Heirloom Item:
Sun Eater’s Pelt - This thoroughly bloodstained jaguar pelt was once a symbol of your station, now the dark and malicious energies from the souls of lives ended prematurely infuses this cloak with a sinister aura. This cloak grants +5 to casting rolls and the cursed blood of the sacrificed accelerates natural healing and blesses you with +5 HP.
1. Now that I am established in Calakmul I now have ensured that any future efforts will not go wasted. Currently my numbers are too low to begin attacking the Castellonians in earnest so I shall begin with our more mundane enemies. After returning with slaves I should have proven myself both as an able priest and warrior to the general and have him give aid in my crusade against the Castellonians.
Content (+1)
2. It is concerning that I had grown distracted during the ritual. This would have never happened during my peak and it is unacceptable if I am to lead my people into greatness. I shall have to practice on my divining to help me better focus on my ceremonies.
Content (+1)
3. While we are not striking at the Castellonians directly we are about to go to battle against our enemies all the same. I shall give a speech commending them on their zeal and stir their spirits with the thought of both slaves to claim and the coming ascension.
Content (+1)
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c82cf9 No.52919
| Rolled 4, 5, 70 = 79 (3d100) |
>>52910
CAPTAIN BUNGLA NOHANI
>Health:
11/15
>Current Status:
Healthy
>Equipment
Slave Rags, Old Cutlass (+1), Old Matchlock Pistol (+1)
>Currency:
325 Gold Doubloons
>Ships:
<The Prancing Hobgoblin> - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 20/50)
<The Gibbering Vulture> - Large Ship (HP 40/40 HP, ATK +6, ST 11/50, CREW: 0/50)
>Crew:
40 Freed Slaves
>Special Crew:
Babajide - [Spearmanship II] [Navigation II] [Ixtlub Translator] - Fee: 10 doubloons/turn
>Morale:
Normal (+0)
>Supplies:
6 crates of slave gruel
2 crates of regular rations
3 barrels of average rum
1 crate of regular cutlasses (+2 to 10 crewmembers per crate)
2 crates of damaged cutlasses (+1 to 10 crewmembers per crate)
4 crates of cannonballs
4 bundles of lumber
3 bales of sailcloth
>Treasure:
Tiny pirate clothes.
>Reputation:
Estate of Rodrigo Velasquez - Hostile (-5)
Castellonian Empire - Wary (-1)
Tortugal - Distrusted (-2)
Baharuk slaves - Trusted (+2)
Dead Man’s Anchorage - Friendly (+1)
>Languages:
Baharuk Creole (Fluent), Meridian (Fluent), Castellonian (Broken)
>Magic:
None
>Skills:
Swordplay II (+2 to combat as long as you use a sword)
Survival I (+1 to rolls involving basic survival skills in the wild)
Carpentry I (+1 to rolls to build structures, can also be used to repair your ship)
Intimidation I (+1 to rolls to intimidate others, can be used in interactions with NPCs)
>Heirloom Item:
Bone Fetish of Nohani - A small pocket-sized bone statue of what appears to be a dancing hobgoblin. It grants a +5 bonus to your health and increased natural healing as long as it’s near you and if you’re struck by a mortal blow or are otherwise killed it will save you just once, but in doing so it will be destroyed.
—-
1. Set sail for the South Angelia Islands! We will raid the smaller settlements there freeing our kin to recruit into new pirate fleet along with looting everything they got!
2. Spar with Babajide to improve my sword skills!
3. Work on properly being able to command my crew! A good pirate captain has to inspire his men to greatest they can be!
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a5754d No.52920
| Rolled 11, 100, 85 = 196 (3d100) |
>>52904
CONQUISTADOR GABRIEL ROM
>Health:
11/11
>Current Status:
Healthy
>Equipment
Conquistador’s garb, worn iron cuirass (+1 to HP), old cutlass (+1 to ATK)
>Currency:
100 Gold Doubloons
>Ships:
Gloria - Large Ship (HP: 40/40, ATK: +4, ST: 17/50, CREW: 45/50)
>Crew:
45 Conquistador Recruits
>Special Crew:
None yet
>Morale:
Optimistic (+2)
>Supplies:
5 crates of regular rations
2 barrels of Castellonian sangria
2 crates of old swords (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 blessed containers of holy water
2 bundles of sailcloth
1 bundle of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Praetorian Solar Congregation - Friendly (+1)
Aztlan - Wary (+1)
Ixtlub - Wary (+1)
Tarawaks - Wary (+1)
Onondaga - Wary (+1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Holy Praetorian (Broken)
>Magic:
Saint Galadrin’s Blessing of Health (Minor) - (Requires holy water blessed in a Solarian church, restores 3 HP)
Saint Bellum’s Blessing of Turning (Minor) - (Requires 2 HP per cast, gives +3 ATK modifier against undead and demonic creatures)
>Skills:
Swordsmanship II (+2 combat modifier when using a sword)
Command I (+1 combat modifier when leading men)
>Heirloom Item:
Solar Cross of Saint Lucia - This blessed silver holy fetish depicting the Solar Cross has safeguarded your family for generations, and it will safeguard you too. The amulet is enchanted to sense malicious intent in the hearts of others and will glow brightly if you are in danger. The amulet also puts your mind at ease and helps you focus, thus giving you a +5 bonus to casting spells when out of combat.
1 It was time to pay a visit to the blacksmith and get these fresh faced boys some swords. If fortune favors I can say my blessings over the blades in passable Holy Praetorian, atleast to laymen, and take as many blades with me as possible on the path to glory. +5
2 While the Viceroy did want Aztlanic heads, Gabriel would look for bounties on pirates to whet his golden appetite.
3 The crew would need to be bloodied to prove them worth their salt. Put our ears to the wind for word of pirates in Salbadora's water and be ready to set sail! If our sails are full of wind we may catch a pirate fat and slow with plunder or prevent them from taking Castellonian coin.
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49d2e6 No.52922
| Rolled 29, 53, 72 = 154 (3d100) |
>>52907
>Name:
Matías Xirau
>Race:
Human
>Gender:
Man
>Nationality:
Castellonian Empire
>Fluff:
https://pastebin.com/yNAcZ1Y7
>Color: Orange
>Health:
10/10
>Current Status:
Healthy
>Equipment
Conquistador’s garb, old rusty iron cuirass (+1 HP), old cutlass (+1 ATK)
>Currency:
200 Gold Doubloons
>Ships:
Incendio del Sol - Large Ship (HP 40/40 HP, ATK +6, ST 19/50, CREW: 50/55) (25 for Sea Serpent Hunt only)
>Crew:
15 Santisma Madre survivors, 10 escaped Ixtlub slaves, 25 Scoundrels (Temp.)
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 barrels of Tortuguese rum
2 crates of old cutlasses (+1 to 10 crewmembers per crate)
3 crates of cannonballs
1 crate of Grapeshot(+1 to Ship ATK when used)
2 bundles of sailcloth
3 bundles of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Ixtlub Confederation - Friendly (+1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
Cazca - Wary (-1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Aztlanic (Broken)
>Magic:
None
>Skills:
Swordsmanship I (+1 to ATK when using a sword)
Sailing I (+1 to sea travel rolls)
Command I (+1 to ATK when commanding men)
Quartermaster I (+5 to storage space in the ship you’re currently on)
Ship Cannonry I (+1 to ship ATK on the ship you’re on)
>Heirloom Item:
Sailcloth of the Santisma Madre - This tiny, handkerchief-sized square of tattered and beaten sailcloth is all that remains of the Santisma Madre, the ship that had once promised you fame and glory. Kept throughout all the pain endured in Aztlan at the hands of the cursed children of Camazotz, this sailcloth gives you the strength to endure whatever may come, no matter the odds. As long as this sailcloth is in your possession, you are able to maintain your resolve through any situation and thus are immune to fear or sanity-related status effects. The sailcloth also brings good luck at sea, granting +5 to sea travel rolls and +1 ship ATK to the ship you’re currently on.
1. Matías would take the advance from the Lord and use it purchase the desired remaining supplies, 2 Dinghies, several sets of whaling spears, some additional crates of grapeshot and some grappling hooks.
2. One last check of the ship would be made before departure, ensuring that the sails were immaculate, no holes or tears present on their length. The rigging would be checked for frayed rope, and if need be replaced. The hull would be inspected and any faulty pieces of lumber stripped and replaced. They were tangling with giants, and he would not fight another terror of the seas unprepared.
3. Finally, kissing his Sailcloth and praying to the God of Earth and Man, Matías would order the departure from port and the beginning of the hunt.
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76ebc5 No.52923
| Rolled 32, 37, 61 = 130 (3d100) |
>>52905
XPIYACOC
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Ixtlub outfit, old macuahuitl (+1 ATK), battered wooden shield (+1 HP)
>Currency:
60 Gold Doubloons
>Ships:
Eadrich - Large Ship (HP: 40/40, ATK: +4, ST: 29/50, CREW: 25/50)
>Crew:
25 Mictlantecuhtli cultists
>Special Crew:
None yet
>Morale:
Content (+1).
>Supplies:
5 crates of regular rations
2 baskets of regular rations
3 pots of Ixtlub pulque
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
1 basket of hunting bows (+1 ATK for 10 crewmembers/crate, +1 to hunting rolls)
1 basket of turkey feathers
2 noose traps (+5 to hunting roll, 1 use only)
2 deer hides
2 baskets of deer meat
1 basket of turkey meat
3 crates of cannonballs
3 bundles of wood
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Ixtlub Confederacy - Friendly (+1)
Cult of Mictlantecuhtli - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Tortuguese - Wary (-1)
>Languages:
Ixtlub (Fluent), Aztlanic (Fluent), Meridian (Broken)
>Magic:
None
>Skills:
Sailing I (Gives +1 on sea travel rolls)
Swordsmanship II (Gives +2 to combat modifier when wielding a sword/macuahuitl)
Bartering I (Gives +1 to rolls involving haggling/bartering)
Carpentry I (Gives +1 to rolls involving constructing buildings, can also be used for ship repairs)
>Heirloom Item:
Bloody Maria’s Box of Woe - A cursed locked box made of ornate wood and brass full of hatred that makes the hairs of your neck stand up whenever it’s held. Upon opening this box with the little brass key you found and shouting someone’s name, a vicious, bloodcurdling scream will escape from the box, and those who hear it will be cursed. When opening this box roll a d100, on a roll of 10-100 the box will curse a single player with -5 to all rolls and the Curse of Bloody Maria status for 3 turns and NPCs will be stricken with terrible luck and possibly a dismal end as well. However on a roll of 9 or less YOU will be afflicted with the curse, giving you -5 to all rolls for 3 turns. 2 turn cooldown.
Feeling that the mood is shifting in a more correct way, Ixpiyacoc, ponders on the mission ahead. we have supplies and the means to sustain if it comes to that, good. All that's left is to make way, however, I believe there is one more thing to do, I've changed the ships name from what it was, I believe this was the right thing to do given the way I've received this ship but we've not celebrated this. That's a misdoer I need to correct. however I also need to plan this trip in detail.
we shall set sail due north following the coast of Ixtlan till we reach Calakmul. from there we shall set out to sea due west-north around Astlan where we will stop at Atzcapahuacan for resupply if needed then continue on to Pasquenoc.
1.We will officially and traditionally give this ship of ours it's proper name. The Eadrich. And will we hold a prayer where in which we will ask the gods for permission to do so. Then the renaming if permitted, followed by a short celebration and thanks giving with the meats of the hunt if everything goes accordingly.
2."SAILS OUT MEN" Depart to Calakmul while following the coast.
3.Mediate during the trip.
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be7263 No.52934
| Rolled 42, 71, 20 = 133 (3d100) |
>Health:
10/10
>Current Status:
Healthy
>Equipment
Merchant’s clothes, old Dwarven hatchet (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<insert name of ship here> - Large Ship (HP 40/40 HP, ATK +6, ST 18/55, CREW: 25/50)
>Crew:
15 Camlann dwarves, 10 West Nopu-enlou Company workers
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
5 regular rations
3 barrels of Eldin Baragh stout
2 crates of old cutlasses (+1 ATK for 10 crewmembers/crate)
2 crates of cannonballs
1 bundle of lumber
3 bundles of sailcloth
2 bundles of live oak (hardwood)
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dwarves - Friendly (+1)
Tarawak - Wary (-1)
Onondaga - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Camlish (Broken)
>Magic:
None
>Skills:
Farming II (+1 to rolls involving growing plants and food)
Shipwright I (+1 to rolls involving building and repairing ships)
Organization I (+5 to storage space for the ship you’re on)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item
Thrifty Jack’s Lucky Coin - This special doubloon was once the lucky coin of a masterful and famous merchant known as Thrifty Jack. He was a shrewd negotiator who would never settle for a bad deal, and the source of his confidence was this blessed coin. Holding this coin will grant a +5 boost to all trade actions with NPCs. In addition, NPCs will sell goods at a slightly lower price and buy goods at a slightly higher price by default for you.
1. Hmm. The Orcs do not seem ideal candidates for native allies. Let us try the Onondaga instead, assemble an envoy team again. We'll try to visit the Centaurs at Minnehaga. If we have time we'll also visit Watanaphe or Pasquenoc. Find out more about their culture and how ideal they would make as allies, trade partners, or mecenaries.
Speechcraft I
2. We'll try for limes again, somewhere south like New Guildford or Ashborough
Farming II
3. Rhamestown Tobacco is popular back in Barthelonia, and it is said that many native chiefs smoke pipes. I need more sources of income and as a trade item.
Farming II
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d634b8 No.52945
| Rolled 38, 70, 19 = 127 (3d100) |
>>52909
CAPTAIN OBJIMAC STROMOV
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Slavan clothing, worn elven chainmail (+1 HP), damaged Slavan shashka (+1), Fine Matchlock Pistol (+3)
>Currency:
150 Gold Doubloons
>Ships:
<Záznam> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<Nesrozumiteľné Bľabotanie> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 elven buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
2 crates of regular rations
3 barrels of Slavan vodka
2 crates of old shashkas (+1 to combat for 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
>Treasure:
None yet
>Reputation:
Slavan elves - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Barthelonia - Wary (-1)
Tarawak - Wary (-1)
Castellos - Wary (-1)
>Languages:
Slavan (Fluent), Meridian (Fluent), Barthelonian (Broken)
>Magic:
None
>Skills:
Sailing II (Gives +2 on sea travel rolls)
Swordsmanship I (Gives +1 to combat modifier when wielding a sword)
Pickpocketing I (Gives +1 to pickpocketing from others)
Ship Cannonry I (Gives +1 to ship attack of the ship you’re on)
>Heirloom Item:
Slavan Sea Charm - This special sea charm passed down by your father grants good luck and protection from disasters at sea. You can use this special charm to escape a combat encounter at sea without a trace, but after it’s used you won’t be able to use it for the next two combat encounters. It also grants +5 to sea travel rolls and +1 ship ATK to the ship you’re on.
1-3. Boys, we're about to live up to every single elf stereotype you can find tonight. It's going to be a stealth mission. You are only allowed to use firearms in the case of you being spotted, and at that point everyone is allowed to go loud. When you go loud grab as many heads as you can and get out of there and back to the ships. Stab the sentries in the back, keep quite, and slit the throats of everyone you come across. Don't poison the supplies unless I give the order. We might be able to take them. Make sure to kill any dogs or beasts they may have that can give us away. If you have an old bow or crossbow this is the perfect time to use it. 18 men are coming with me, the rest of you stay on alert and keep lights off. If you see us being chased by a horde of angry greenskins you make sure they know how bad an idea that is. Get ready, operation starts tonight.
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40eccd No.52952
| Rolled 75, 64, 17 = 156 (3d100) |
CHARLES VELDEN
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Pirate’s garb, old cutlass (+1 ATK), worn iron cuirass (+1 HP)
>Currency:
85 Gold Doubloons
>Ships:
The Emerald Lady - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 buccaneers
>Special Crew
Smitty Robinson:[Nav 3]
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 crates of Dead Man’s Rum
1 crate of fine cutlasses (+3 ATK for 10 crew)
2 crates of old cutlasses (+1 ATK for 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of lumber
3 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Tarawaks - Wary (-1)
Onondaga - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Tortuguese (Broken)
>Magic:
None
>Skills:
Speechcraft I (+1 to rolls to influence NPCs through speech)
Swordsmanship I (+1 to ATK when using a sword)
Command II (+2 to ATK when commanding men)
Ship Cannonry I (+1 to ship ATK of the ship you’re on)
>Heirloom Item:
Charming George’s Bracelet - A special silver bracelet adorned with sapphires that you managed to steal from a wealthy but ugly man nicknamed Charming George who still always had a woman by his side, a yes man to do his bidding and a patsy for when he needs someone to take the fall for him. This bracelet gives you unnatural charisma and confidence when it’s worn, giving +5 to rolls to rolls involving diplomacy and the like with NPCs. In addition, when recruiting crew you’ll get slighly more than average who are willing to sign on with you.
1.This is a lot o'fuckin orks….maybe I csn challange the chief or something? They'd respect that right? Warriors and what not?
2.failing that have the boys scout out weaknesses, maybe we can poison a well or something.
3.failing all this and everything going horribly wrong we can hoof it somewhere else, maybe check out rumours in some other port?
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12708c No.52971
| Rolled 11, 53, 88 = 152 (3d100) |
>>52904
>Name: Garrett the Godless
>Race: Human
>Gender: Male
>Nationality: Free City (Dead Man's Anchorage)
>Fluff: Garrett is a lean and fit young man of average height with a head of scruffy black hair and a pair of cold green eyes. His face is handsome but hard, with numerous nicks and pockmarks marring his good looks. His beard is shorn down to a permanent stubble and his clothes are all heavily patched. In battle he wears a gruesome mask fashioned from a guardsmans' skull and etched with war-oaths taken from the good book of Solarianism, hiding his features behind bleached bone as he lays men low with cutlass and shot.
>Color: Dark Grey
>Health:
10/10
>Current Status:
Healthy
>Equipment:
Brigand’s clothes, worn out cutlass (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<The Dripping Knife> Medium ship (15/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<The Red Maiden> Medium ship (18/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
2 crates of regular rations
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Dead Man’s Anchorage - Friendly (+1)
The poor and downtrodden - Friendly (+1)
Francisca - Wary (-1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
>Languages: Barthelonian (Fluent), Meridian (Fluent), Franciscan (Broken)
>Magic:
None
>Skills:
Pickpocketing I (+1 to rolls involving pickpocketing)
Command I (+1 to attack modifier when commanding men)
Small Arms I (+1 to attack modifier when using pistols or other guns usable with 1 hand)
Swordsmanship I (+1 to attack modifier when using swords)
Intimidation I (+1 to intimidating others, can be used in interactions with NPCs)
>Heirloom Item:
Mask of the Godless - This macabre mask is infused and enchanted with the raw emotion of malice. It infuses its wearer with the strength to hunt down and kill those who have wronged him. This mask will grant a +5 attack modifier bonus against a single foe that has wronged you in some significant way if you chant his/her full name 3 times. You can only have one person marked in this way at a time and you can’t mark another until that person is dead. It also grants the wearer a +5 bonus to rolls involving sneaking as it helps its wearer blend in with the shadows or the environment in general.
1. Set sail for Catalao; we'll be able to repair and stock up once we reach it.
2. Continue to train Command II, rallying the men in spite of the recent run of bad luck. Command II 2/4
3. We only have so many rations, and the sea is so plentiful. Try to wrangle up some fish from the blue waters around us to extend our existing supplies– and help the men kill some time.
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4be6ce No.52998
| Rolled 98, 83 = 181 (2d100) |
NOTE TO ALL PLAYERS: KEEP TRACK OF SPENT RATIONS OR I’LL START GIVING PENALTIES, SOME OF YOU AREN’T SUBTRACTING RATIONS WHEN I TELL YOU TO
>>52915
-1 rations
The men bunker down on the ship and prepare to the cannons to defend the ship. In addition, the ship is ready to depart at a moment’s notice, all you have to do is make it back onboard.
The men are a bit confused but nonetheless agree to your proposal, and within a few minutes they climb up the trees and get into position. When you give the signal they will drop down and their pikes will bring death from above to any unsuspecting orcs who charge in from this direction.
You hear the war drums getting closer and before long you sight a roving warband of Tarawaks headed your way! Armed with spear and club these savages appear to have crude and rudimentary equipment, much to your delight, but to your dismay they are also quite large and strong-looking. Their green skin is covered in bloody red warpaint, which adds to their intimidation factor. Before long they are upon you, charging and shouting vicious warcries as they bear down on your forces and head straight into the ambush point!
First dice is for your combat.
>>52918
-1 rations
Eager to prove yourself and to gain General Ixcatlezuma’s trust, you and your men set forth to the south in search of Ixtlub cities to raid for slaves and sacrifices. Thinking it prudent to avoid Malenque, where the heart of Ixtlub influence is located, you instead opt to raid the fishing village of Dzibilchaltun, a despicable hole filled with despicable life. After some time of trekking through the mountains and the jungles you reach the outskirts of the city in question. Unsurprisingly it is well-guarded, as it is one of the last remaining bastions of the Ixtlub, meaning a direct attack with your meager forces is very ill-advised. However, for a creative mind such as yourself there are of course other options. Plenty of unsuspecting and unprotected farmlands lie along the outskirts of town. Additionally, if you have some sort of strategy, you could use the surrounding jungles to your advantage and lure some soldiers or civilians into the woods and to their doom, or perhaps you could try a sea raid, using your stolen ship to attack boats or even coastal land targets?
Determined to not make any more rookie mistakes, you brush up on your knowledge of rituals. You go over the steps again, making sure that each movement is perfect. Soon you think that you’ll make a breakthrough and you may even learn some new rituals…additionally, as you’re finishing up your rituals you find 50 gold doubloons on the ground. Lucky you!
Rituals II progress: 3/4, gain 50 doubloons
Lastly a speech is given to rouse the spirits of your followers. Your vampiric followers gain a renewed sense of purpose and are inspired to follow you to glory! As for your thralls, well…they just stare blankly at your words. However, your speech inspires yourself as well, and you feel much more confident in controlling your minions.
Morale changed from Content (+1) to Optimistic (+2).
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4be6ce No.52999
>>52919
-1 Rations
+1 HP (Passive healing)
-10 doubloons (special crewmember fees)
>I forgot this from last turn but change morale to Content (+1) as a result of your victory last turn, I also fucked up your new ship’s HP, it should still be at 25/40 as no repairs were done to it
>Please change Swordplay II to Swordsmanship II, this doesn’t have any mechanical changes, it’s just for the sake of condensing skills.
You have a sudden, bad feeling as you approach the South Angelia Islands in your raids, and this is realized when you begin your assault on the plantations of the isles as the owners have hired mercenaries to protect them from Tarawak raiders. The mercenaries, while not exactly an army, are well-equipped and appear to be well-disciplined as well, meaning that this won’t be as easy as you thought! Prepare for a fight!
Second roll is for your combat
Before this, you decide to prepare by sparring with your new first mate Babajide. You find that Babajide is completely inept at swordfighting as he specializes in spearcraft but you spar anyway. Thankfully you’re fighting with sticks instead of actual blades because his wild flailing is dangerous indeed. As he swings wildly throughout the ship trying his best to fight with an unfamiliar weapon he knocks you in the head, sending you staggering back. You continue staggering back, reeling from the blow, until the wooden planks of the boat give way to open air and you realize that you’ve just stumbled right off the ship. You hit the water with a hard slap but luckily you are rescued by your faithful first mate Babajide who apologizes and explains that perhaps he isn’t the best sparring partner for fencing and the like. You’ve taken quite a beating from the fall, but are nonetheless thankful to be alive and not in worse shape.
Lose 3 HP.
You discuss with Babajide about better ways to command your crew that aren’t based on intimidation, and find that there are many techniques to keep the boys in line and fighting their best out there. There is much that you can still learn, but you are satisfied with this start and think that just learning about this much will help you and the men greatly.
Add Command I (+1 ATK when leading men) to your skills tab.
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4be6ce No.53000
>>52920
Much to your dismay there’s no blades in stock at the moment as the local blacksmith’s entire stock was just bought out by the Viceroy in preparation for the upcoming war against Aztlan. Maybe try again later?
You go to the viceroy asking for bounties on various pirates and are informed of a terrible pirate lord named Bloody Enrique who has been terrorizing the lands around Salvadora. Seeing this as a suitable challenge you go off to find this piece of criminal scum and bring him to justice. Going off a tip from the local tavern you quickly locate Bloody Enrique, who seems to have been stricken with the scurvy along with the various scoundrels that make up his crew. Your men quickly and effortlessly round up Bloody Enrique and crew and sail back to San Salvacion where the viceroy waits. He is thoroughly impressed that you were able to find and subdue this dangerous man so quickly and eagerly hands you your reward - a chest full of doubloons and a special scroll! Your men also have a newfound respect for you, seeing this serendipitous turn of events as a blessing upon you from Sol Invictus.
Gain 250 doubloons, change reputation with Castellos to Trusted (+2), change morale to Happy (+3) and gain Saint Ignus’s Blessing of Purifying Flame (Minor) (Requires 1 bundle of lumber and 1 HP, gives +1 to ATK for the turn it is cast - 3x more effective against particularly flammable things, also gives the burning status effect to said flammable targets if hit)
Eager to continue your good fortune you put your ear to the street and hear of the other pirates plaguing the area. Apparently there is an Aztlanic pirate going by the name of Xiuhcoatl who’s been terrorizing settlers and making sacrifices of them. He has a singular, large and ghostly ship that strikes terror in any who dare approach it. There is also Black Barnaby, one of the most powerful pirate lords in the area with a sizable fleet to his name. This would be a dangerous task indeed to tackle, but there is also a massive reward straight from Empress Valentina herself. Lastly there is the matter of Edwin the Treacherous, a pirate who specifically targets Castellonian ships. While he is not particularly powerful, rumor has it that he is backed by one of the Colonial Powers seeking to curtail Castellonian influence through a letter of marque, so beware the political ramifications that might ensue from taking such a ship down.
>>52922
-1 rations
Unfortunately despite procuring extra funds the supplies continue to evade you - no dinghies, whaling gear or grapeshot anywhere you turn. You might have to ship off and find somewhere else to purchase your things at.
You thoroughly inspect your ship for any signs of damage or wear and find that while it passes the test for the most part there are some areas here and there that could use fixing up. With a clever eye and a steady hand you’re able to fix these minor problems, making you and your crew feel much more secure and confident for the coming battle. Change morale to Content (+1).
You set sail from the port of Dead Man’s Anchorage headed in the direction that the giant sea serpent was rumored to be in last and spot the beast’s mighty form on the horizon as it swallows a young whale whole and retreats to a cave hollowed out from an island. The cave is much too small for your ship, although you can walk inside it along the cavern’s rocky edges if you wish to follow the beast inside. The serpent will likely be much less mobile as it continues to digest its blubbery meal, but who knows what lies in wait inside the cavern’s dark depths. Optionally you surmise that you have the option of ambushing the sea snake as it emerges from its lair, though this will have to wait until it has finished its meal as it’s unlikely to venture from the safety of its lair before then. Either way this is your last chance to make any preparations you may have, or to return to a port and make any last minute purchases, for that matter.
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4be6ce No.53001
>>52923
-1 rations (settlement is not friendly)
The Eadrich is named and the ceremony goes well enough. The party afterwards is what entertains your crew the most, however, and they celebrate through the night at the blessing and naming of the ship. Your crew awakes refreshed and prepared for the journey ahead. Change morale to Optimistic (+2).
Along the way to Calakmul you find some time to engage in some quiet and thoughtful meditation. As you feel your body rock from side to side along with the waves and listen to the sounds of the sea you feel something unlock in your mind, as though a long-forgotten part of you has returned to you. You remember something long-forgotten yet seemingly simple - the art of conversing with and influencing others. You think on this newfound knowledge and wonder what other secrets your mind may be hiding.
Gain the Speechcraft I (+1 to rolls to influence NPCs through speech) skill.
Finally you arrive in Calakmul, and as the Eadrich rolls into harbor you realize that this place is not the town of peaceful Ixtlubs you once knew - there is a strange abundance of vampires of the north here, many staring at you - more specifically your neck - with a primal thirst in their eyes. You walk further through the town past the charred huts and find out what really happened here when you see a group of your fellow Ixtlub tribesmen bound and laboring away for their Aztlanic vampire masters. You think that whatever business you have here had best be made quickly before you end up sharing their fate, or worse…
>>52934
1 turn until more dwarves arrive in Rhamestown
>Change Organization I to Quartermaster I, no mechanical change needed as this is just simplifying/condensing skills
You decide to abandon the idea of subverting the orcs and instead shift your focus to the centaurs of the Onondaga Tribal Union. Before going to your destination of Minnehaga, however, you stop at New Guildford and agree to a sharecropping agreement with a local landowner - the landowner will agree to let you grow things on his land in exchange for a portion of the crop. Seeing as how you don’t have many other options right now you agree to this proposal. The seeds are planted and you continue your journey to Minnehaga. (You might be able to establish a formal plantation of your own if you manage to buy or acquire some land and put some crew there to work the fields)
After leaving New Guildford and setting sail to the harbor of Puerto Real you make a short overland trek across bayous and swampland to the centaur village of Minnehaga. This “village”, as it were, is by no means permanent, as is made evident by the pointed tents and wagons that make up the village. As you enter the village you are stopped by mighty-looking centaur warriors armed with bows and spears and are held at weaponpoint as they try speaking to you in a language you can’t comprehend. In response to this you try offering them some food and supplies, which relaxes their guard a bit. However, the lack of communication between your group and theirs makes most interaction and information gathering impossible. Still, you feel you’ve made headway as at least the centaurs trust you enough to allow you to remain in their village, if you wish. If you could just find a way to communicate with them you may be able to bridge the gap and even befriend this particular tribe.
Reputation with Onondaga changed from Wary (-1) to Neutral (+0).
While you had planned to gain some tobacco seeds or figure out more about how to grow the stuff you come out empty-handed as the lack of ways to communicate prevents trade. However, upon your return to Rhamestown you’re pleasantly surprised to see two crates of tasty-looking limes waiting for you, the fruits of your earlier efforts no doubt.
Gain 2 crates of limes and change your ship’s storage stat to 20/55
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4be6ce No.53002
>>52945
-1 rations
>Combined rolls averaged, result = 42
Your men start with the daunting task of carrying out your cunning strategy. Though they’re not exactly experts in the game of stealth and subterfuge they’re still able to carry out their task somewhat, bagging 10 fresh orc corpses between the lot of you. However, the orcs discover a corpse with its neck slit and are now on high alert, banging war drums and screeching brutal warcries as they scan the city for the thing that attacked them. If you wish to continue with your current plan of action beware, for the orcs are now looking for you and it’ll be much harder to operate without being caught. Perhaps laying low for a bit would be a good idea, or maybe switching things up a bit if you’re feeling daring enough?
Gain 10 orc heads and add 1 to the storage (ST) stat of one of your ships (10 orc heads = 1 ST)
>>52952
-1 rations
You brashly go forth into the village and before long a mob of greenskins is upon you. However, when you shout your intentions to challenge the chief, a smart-looking orc raises his hand and the mob stops and thankfully their spears also stop inches from your face. The smart-looking orc then sneaks back into the crowd and suddenly the crowd parts to reveal a massive, muscular orc, vicious and cunning and covered in scars from past attempts to dethrone him. The giant orc flexes his muscles and says something in an ugly language to the smart-looking one, who turns to speak to you. “SOZ YA WANTZ A SKRAP WIFF DA BOSS, DO YA PINKIE!? YEH DA BOZZ’LL SKRAP WIF YA IN DA SKRAPPIN’ PIT, BUT HERE’Z DA ROOLZ. NO FLASHY BANGIN’ GITZ AN’ NO SHINY STIKKZ, YOOZ FIGHTIN WIFF YUR MITTZ AN’ YUR WITTZ ONLY! DIS SKRAP TO DA DEFF, NO ESCAPE TIL ONE O’ YOOZ IZ DED! IF YA WINZ, YOOZ GETZ TA BE DA NEW CHIEF, BUT IFS YA LOSE, WE’LL BE ‘AVIN’ YOOZ AN’ YA BOYZ FA DINNAH! SO WOTZ YA WANNA DO!? FINK QUICKZ ‘FORE WEZ GETZ HUNGRY AN’ GOBBZ YA DOWN NOW!!”
Your boys think that the well or “WADDA ‘OLE” as they call it could always be poisoned if you had a suitable toxin to do it with, but given their “diet” of filth you think that just shoving excrement and the like down it won’t do much. Failing that you could also try poisoning or burning the foodstores, or perhaps you could try using guerrilla warfare tactics to pick them off a few at a time, lowering their numbers to more managable levels?
Unfortunately the crowd of orcs blocks your escape, you’re either going to have to fight the chief or find a good escape route. Perhaps you can try weaseling your way out of this diplomatically, since you have at least one orc that can communicate with you?
>>52971
-1 rations
It seems that your navigational blunders continue, as you arrive at an island but there is no Tortuguese city in sight. Upon looking at your map you realize that you’re slightly to the northeast of Catalao, as though you passed right by it.
Although you have taken a wrong turn and ended up lost once more, you find that this may be a mixed blessing, as the island that you’ve found happens to be a great fishing spot where big and colorful fish gather. Your fishing attempt goes better than expected, as you and your men are able to use your makeshift poles of rope and lumber pieces to catch two crates full of fish! You’re lost, sure, but at least you won’t be in danger of starving to death for a while longer.
Gain 2 crates of fish and add +2 to the storage stat of one of your ships.
Your efforts to train the men also goes well, as the men are growing more and more disciplined by the day. You also feel yourself learning plenty as you drill your men, and feel as though you’re coming close to a breakthrough.
Command II progress: 3/4
WORLD NEWS:
Fearing persecution by their Solar Reformist government, several Barthelonian adherents to the Praetorian Solar Congregation have fled to the new world, establishing the town of Primus Rock at their landing site. This action has caused increased tensions with the nearby Franciscan fur trading settlement of Montrose, yet Barthelonia claims that the new settlement is under their protection. This inflames the increasingly poor relations between Barthelonia and Francisca further, and the rumor that the Barthelonians and Franciscans may be headed to war once the truce ends grows further.
The Barthelonia/Francisca truce will END in 3 turns.
The Castellonians have founded the new forward outpost of Santa Basillas as a final preparation before the war with Aztlan begins in earnest.
Tortugal commits troops and ships to aid their ally Castellos against the Aztlanic hordes. However the official response from the other nations is minimal.
New tribes of roving centaurs have entered the region and joined up with the Onondaga Tribal Union. What this holds for the region is yet to be seen.
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4be6ce No.53003
>>52915
>>52998
GERULF STAHLHERZ VS TARAWAK WARBAND ROUND 1
GERULF ROLL: 20 + 140 x 1.2 (Ambush from above) = 192
WARBAND ROLL: 98 + 140 = 238
RESULT: MINOR DEFEAT, COMBAT CONTINUES
The orc warband comes barreling through the chokepoint like a big green wall and smashes into your line. You give the signal and the men in hiding burst down through the treetops as planned, skewering a few of the unfortunate orcs caught below, but the troops find that they're sitting ducks once their pikes become jammed in the muddy jungle soil, leading to many of them being slaughtered before they can rearm themselves. You're taking much heavier losses than anticipated while they're taking relatively few, and you've taken a hit yourself from a flying tomahawk.
what will you do? You can run, but your katzbalger glows a dire red as it thirsts for vengeance…
GERULF STAHLHERTZ HP: 5/11
GERULF STAHLHERTZ CREW REMAINING: 14 (+5 at the ship)
WARBAND TROOPS REMAINING: 27
Reputation with the Tarawaks decreased from Distrusted (-2) to Hated (-3).
>>52919
>>52998
CAPTAIN BUNGLA NOHANI VS. PLANTATION MERCENARIES ROUND 1:
CAPTAIN BUNGLA NOHANI ROLL:
4 + 560 = 564
PLANTATION MERCENARIES ROLL:
83 + 520 = 603
RESULT: MINOR DEFEAT, COMBAT CONTINUES
The mercenaries advance on your position on land and bring their lone ship, the Prinz Adalbert, around to harass your fleet as well. The battle is heated, and your troops find it hard to break through their steely lines as they continue to put pressure on your crew. At sea, the Prinz Adalbert lands a decisive shot on your new ship, dealing heavy damage, though she still remains afloat…for now. Luckily there is still a window for you to escape, though that may not be the case for long…
CAPTAIN BUNGLA NOHANI HP: 5/15
PRANCING HOBGOBLIN SHIP HP: 28/40
GIBBERING VULTURE SHIP HP: 10/40
CAPTAIN BUNGLA NOHANI CREW REMAINING: 28
PRINZ ADALBERT SHIP HP: 36/40
PLANTATION MERCENARIES TROOPS REMAINING: 36
Both >>52915 and >>52919 roll d100 before you roll your regular turn, this applies if you're escaping or continuing combat
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c9363b No.53004
| Rolled 42, 42, 80 = 164 (3d100) |
YOHUATEOTL THE SUN EATER
>Health: 16/16
>Current Status: Healthy
>Equipment:
Aztlanic high priest garb, obsidian ritual dagger (+1 ATK), battered wooden shield (+1 HP)
>Currency: 100 Gold Doubloons
>Ships:
<Akbal's Revenge> Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew: 15 diehard followers, 10 lesser vampiric thralls
>Special Crew: None yet
>Morale: Optimistic (+2)
>Supplies:
4 regular rations
5 pots of blood
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
>Treasure: None yet
>Reputation:
Calakmul - Friendly (+1)
Cult of Camazotz - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Castellonians - Wary (-1)
>Languages: Aztlanic (Fluent), Ixtlub (Fluent), Castellonian (Broken)
>Magic:
Gift of Camazotz (Requires ritual sacrifice of a living sentient being, creates 1 vampiric thrall for each sacrifice, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
Curse of Xolotl (Requires a freshly-ripped heart of a sentient being and any animal, creates 1 beastman thrall for each heart/animal, max 3 per action depending on roll. Only works if you have enough crew space on your ships)
>Skills:
Rituals I (+1 to rolls involving rituals)
Hunting I (+1 to rolls involving tracking and killing animals)
Command I (+1 ATK modifier when leading men)
>Heirloom Item:
Sun Eater’s Pelt - This thoroughly bloodstained jaguar pelt was once a symbol of your station, now the dark and malicious energies from the souls of lives ended prematurely infuses this cloak with a sinister aura. This cloak grants +5 to casting rolls and the cursed blood of the sacrificed accelerates natural healing and blesses you with +5 HP.
1. Hmm, these new rituals could prove critical to the attack on Dzibilchaltun. Perhaps I should study them more in depth while I prepare. 3/4
Optimistic (+2)
2. We need sacrifices if we wish to expand our numbers to present any significant threat to the enemy. We shall target the farmhouses first to help set up the bait, get needed manpower, and supplies.
Optimistic (+2), Hunting I
3. With the farmhouses near the forest vanishing it is best to set up retaliation upon lines we desire. We shall fill the forest with traps to take the enemy at our leisure. For those that manage to avoid us we will make a false path and encampment. One for mortals like them, as we lack their needs like heat. This will disguise the true nature of their attackers and will bring them to error while we prey upon them.
Optimistic (+2), Hunting I
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40eccd No.53005
| Rolled 22, 52, 37 = 111 (3d100) |
CHARLES VELDEN
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Pirate’s garb, old cutlass (+1 ATK), worn iron cuirass (+1 HP)
>Currency:
85 Gold Doubloons
>Ships:
The Emerald Lady - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 buccaneers
>Special Crew
Smitty Robinson:[Nav 3]
>Morale:
Normal
>Supplies:
5 crates of regular rations
3 crates of Dead Man’s Rum
1 crate of fine cutlasses (+3 ATK for 10 crew)
2 crates of old cutlasses (+1 ATK for 10 crewmembers per crate)
3 crates of cannonballs
2 bundles of lumber
3 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Tarawaks - Wary (-1)
Onondaga - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Tortuguese (Broken)
>Magic:
None
>Skills:
Speechcraft I (+1 to rolls to influence NPCs through speech)
Swordsmanship I (+1 to ATK when using a sword)
Command II (+2 to ATK when commanding men)
Ship Cannonry I (+1 to ship ATK of the ship you’re on)
>Heirloom Item:
Charming George’s Bracelet - A special silver bracelet adorned with sapphires that you managed to steal from a wealthy but ugly man nicknamed Charming George who still always had a woman by his side, a yes man to do his bidding and a patsy for when he needs someone to take the fall for him. This bracelet gives you unnatural charisma and confidence when it’s worn, giving +5 to rolls to rolls involving diplomacy and the like with NPCs. In addition, when recruiting crew you’ll get slighly more than average who are willing to sign on with you.
1.Fuck it looks like I'm going to the "skrapin pit" I have a plan, Charlie Velden is never without a plan. The ork boss is big mean and not very intelligent.. I'll dodge and counter with some strategic pocket sand
2-3 My main tactic for this fight is going to be dodging and moving in for quick jabs if I can wear him down I got this, I'll use every dirty tactic in the book.
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be7263 No.53006
| Rolled 62, 11, 31 = 104 (3d100) |
>Health:
10/10
>Current Status:
Healthy
>Equipment
Merchant’s clothes, old Dwarven hatchet (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
HMS Commerce - Large Ship (HP 40/40 HP, ATK +6, ST 18/55, CREW: 25/50)
>Crew:
15 Camlann dwarves, 10 West Nopu-enlou Company workers
>Special Crew:
None yet
>Morale:
Normal
>Supplies 20/25
5 regular rations
3 barrels of Eldin Baragh stout
2 crates of old cutlasses (+1 ATK for 10 crewmembers/crate)
2 crates of cannonballs
1 bundle of lumber
3 bundles of sailcloth
2 bundles of live oak (hardwood)
2 crates of limes
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dwarves - Friendly (+1)
Tarawak - Wary (-1)
Onondaga - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Camlish (Broken)
>Magic:
None
>Skills:
Farming II (+1 to rolls involving growing plants and food)
Shipwright I (+1 to rolls involving building and repairing ships)
Organization I (+5 to storage space for the ship you’re on)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item
Thrifty Jack’s Lucky Coin - This special doubloon was once the lucky coin of a masterful and famous merchant known as Thrifty Jack. He was a shrewd negotiator who would never settle for a bad deal, and the source of his confidence was this blessed coin. Holding this coin will grant a +5 boost to all trade actions with NPCs. In addition, NPCs will sell goods at a slightly lower price and buy goods at a slightly higher price by default for you.
1. First, learn the most basic language or hire someone who understands the language of the Onondaga. Enough that I will try to personally buy from them some sort of token or trinket. A necklace, a blanket, anything. I have need of it just to show that I've earned enough trust to be traded with. I'm going to show it to other Onondaga tribes later and try to earn their trust.
2. Second, the Dwarves are coming to Rhamestown this turn. Unload however many crates of lumber or hardwood they need to build a Lumberyard in Rhamestown. Give it to them to build a lumberyard.
3. Third. Make sure we have the trinket or token of goodwill first. Do that first.
Then, having that, prepare to set sail for New Guildford. I intend to plant the limes there and make a plantation but of course we'll have to sail there first.
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8a3160 No.53007
| Rolled 90 (1d100) |
>>53003
Board their ship and show them the steel of our blades!
"Tally ho lads!"
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a5754d No.53008
| Rolled 52, 10 = 62 (2d100) |
>>53000
CONQUISTADOR GABRIEL ROM
>Health:
11/11
>Current Status:
Healthy
>Equipment
Conquistador’s garb, worn iron cuirass (+1 to HP), old cutlass (+1 to ATK)
>Currency:
350 Gold Doubloons
>Ships:
Gloria - Large Ship (HP: 40/40, ATK: +4, ST: 17/50, CREW: 45/50)
>Crew:
45 Conquistador Recruits
>Special Crew:
None yet
>Morale:
Happy (+3)
>Supplies:
5 crates of regular rations
2 barrels of Castellonian sangria
2 crates of old swords (+1 to 10 crewmembers per crate)
3 crates of cannonballs
2 blessed containers of holy water
2 bundles of sailcloth
1 bundle of lumber
>Treasure:
None yet
>Reputation:
Castellos - Trusted (+2)
Praetorian Solar Congregation - Friendly (+1)
Aztlan - Wary (+1)
Ixtlub - Wary (+1)
Tarawaks - Wary (+1)
Onondaga - Wary (+1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Holy Praetorian (Broken)
>Magic:
Saint Galadrin’s Blessing of Health (Minor) - (Requires holy water blessed in a Solarian church, restores 3 HP)
Saint Bellum’s Blessing of Turning (Minor) - (Requires 2 HP per cast, gives +3 ATK modifier against undead and demonic creatures)
Saint Ignus’s Blessing of Purifying Flame (Minor) (Requires 1 bundle of lumber and 1 HP, gives +1 to ATK for the turn it is cast - 3x more effective against particularly flammable things, also gives the burning status effect to said flammable targets if hit)
>Skills:
Swordsmanship II (+2 combat modifier when using a sword)
Command I (+1 combat modifier when leading men)
>Heirloom Item:
Solar Cross of Saint Lucia - This blessed silver holy fetish depicting the Solar Cross has safeguarded your family for generations, and it will safeguard you too. The amulet is enchanted to sense malicious intent in the hearts of others and will glow brightly if you are in danger. The amulet also puts your mind at ease and helps you focus, thus giving you a +5 bonus to casting spells when out of combat.
(Notes: Xiuhcoatl, Black Barnaby, Edwin the Treacherous)
1 I have it in mind for our next destination to be the waters of Santa Basillas to join the efforts of our country. However, before we set sail I want to inspect the ship to make sure everything from the crow's nest to the keel is spick-and-span.
Happy (+3)
2 Train Ship Cannonry I (+1 to ship ATK on the ship you’re on). When we meet our foe on the high seas we need to be ready to engage from afar. Run the drills, make sure the powder is dry and everything is where it needs to be, and bless the cannons to always shoot true.
Happy (+3)
Solar Cross of Saint Lucia +5
3 Market Introduction. It is to be war against Aztlan then, we must be prepared. Now that I have impressed the Viceroy and earned trust from the people of Salvadora perhaps now I can find those blades, or weapons of even greater potency.
Castellos - Trusted (+2)
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f4bb6c No.53009
| Rolled 7, 29, 28 = 64 (3d100) |
>>52905
XPIYACOC
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Ixtlub outfit, old macuahuitl (+1 ATK), battered wooden shield (+1 HP)
>Currency:
60 Gold Doubloons
>Ships:
Eadrich - Large Ship (HP: 40/40, ATK: +4, ST: 29/50, CREW: 25/50)
>Crew:
25 Mictlantecuhtli cultists
>Special Crew:
None yet
>Morale:
Optimistic (+2).
>Supplies:
5 crates of regular rations
1 baskets of regular rations
3 pots of Ixtlub pulque
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
1 basket of hunting bows (+1 ATK for 10 crewmembers/crate, +1 to hunting rolls)
1 basket of turkey feathers
2 noose traps (+5 to hunting roll, 1 use only)
2 deer hides
2 baskets of deer meat
1 basket of turkey meat
3 crates of cannonballs
3 bundles of wood
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Ixtlub Confederacy - Friendly (+1)
Cult of Mictlantecuhtli - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Tortuguese - Wary (-1)
>Languages:
Ixtlub (Fluent), Aztlanic (Fluent), Meridian (Broken)
>Magic:
None
>Skills:
Sailing I (Gives +1 on sea travel rolls)
Swordsmanship II (Gives +2 to combat modifier when wielding a sword/macuahuitl)
Bartering I (Gives +1 to rolls involving haggling/bartering)
Carpentry I (Gives +1 to rolls involving constructing buildings, can also be used for ship repairs)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item:
Bloody Maria’s Box of Woe - A cursed locked box made of ornate wood and brass full of hatred that makes the hairs of your neck stand up whenever it’s held. Upon opening this box with the little brass key you found and shouting someone’s name, a vicious, bloodcurdling scream will escape from the box, and those who hear it will be cursed. When opening this box roll a d100, on a roll of 10-100 the box will curse a single player with -5 to all rolls and the Curse of Bloody Maria status for 3 turns and NPCs will be stricken with terrible luck and possibly a dismal end as well. However on a roll of 9 or less YOU will be afflicted with the curse, giving you -5 to all rolls for 3 turns. 2 turn cooldown.
Upon witnessing the new hallow hustling of Calakmul puts Xpiyacoc on a edge. slavery isn't foreign to Xpiyacoc it's part of life, the lesser working for the greater after the greater fought the lesser, however, what chills his soul is the death in the eyes of those who are slaves, lifeless and unnatural. Xpiyacoc makes a note to meditate on this feeling later as he is unsure just how he feels, death fuels life and life fuels death, but does this mean life is death and death is life?
We reached Calakmul. from there we shall set out to sea due west-north around Astlan, skipping Atzcapahuacan and heading straight to to Pasquenoc.
1. Reluctantly take in the city of Calakmul, briefly visit some of the temples and shrines, seeking knowledge to meditate at a later date.
2. With haste, sail from away Calakmul to sea, we shall follow the coast north and the from the very tip of Ixtlan sail west around Astlan giving the island a wide berth, however changing my plan alittle, we shall head straight to Pasquenoc from there.
3. Meditate upon the nature and relation between life and death during the trip.
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4be6ce No.53010
| Rolled 75 (1d100) |
>>53007
Round 2 vs Bungla Nohani roll
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12708c No.53011
| Rolled 28, 45, 1 = 74 (3d100) |
>>53002
>Name: Garrett the Godless
>Race: Human
>Gender: Male
>Nationality: Free City (Dead Man's Anchorage)
>Fluff: Garrett is a lean and fit young man of average height with a head of scruffy black hair and a pair of cold green eyes. His face is handsome but hard, with numerous nicks and pockmarks marring his good looks. His beard is shorn down to a permanent stubble and his clothes are all heavily patched. In battle he wears a gruesome mask fashioned from a guardsmans' skull and etched with war-oaths taken from the good book of Solarianism, hiding his features behind bleached bone as he lays men low with cutlass and shot.
>Color: Dark Grey
>Health:
10/10
>Current Status:
Healthy
>Equipment:
Brigand’s clothes, worn out cutlass (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<The Dripping Knife> Medium ship (15/20 HP, ATK +4, ST 9/22, CREW: 15/20)
<The Red Maiden> Medium ship (18/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
1 crate of regular rations
2 Crates of Fish
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Dead Man’s Anchorage - Friendly (+1)
The poor and downtrodden - Friendly (+1)
Francisca - Wary (-1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
>Languages: Barthelonian (Fluent), Meridian (Fluent), Franciscan (Broken)
>Magic:
None
>Skills:
Pickpocketing I (+1 to rolls involving pickpocketing)
Command I (+1 to attack modifier when commanding men)
Small Arms I (+1 to attack modifier when using pistols or other guns usable with 1 hand)
Swordsmanship I (+1 to attack modifier when using swords)
Intimidation I (+1 to intimidating others, can be used in interactions with NPCs)
>Heirloom Item:
Mask of the Godless - This macabre mask is infused and enchanted with the raw emotion of malice. It infuses its wearer with the strength to hunt down and kill those who have wronged him. This mask will grant a +5 attack modifier bonus against a single foe that has wronged you in some significant way if you chant his/her full name 3 times. You can only have one person marked in this way at a time and you can’t mark another until that person is dead. It also grants the wearer a +5 bonus to rolls involving sneaking as it helps its wearer blend in with the shadows or the environment in general.
1. Continue training Command! Command II 3/4
2. Dash it all! Turn tail and head back around to Catalao– better than sailing for weeks and weeks who-knows-where.
3. Garrett trains rigorously with his crewmen, honing his skills at hand-to-hand combat and encouraging them to do the same. They have to come into combat *eventually*, after all!
Train [Swordsmanship].
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12708c No.53012
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4be6ce No.53013
>>53007
>>53010
BUNGLA NOHANI VS. PLANTATION MERCENARIES ROUND 2
BUNGLA NOHANI ROLL: 90 + 486 = 576
PLANTATION MERCENARIES ROLL: 75 + 504 = 579
RESULT: STALEMATE, BATTLE CONTINUES
Seeing an opportunity Captain Nohani decides to make a last-ditch effort to muster his remaining men to board the enemy ship, but unfortunately the enemy is wise to his plans and forms a pike formation on the ship, blocking the gangplank with a wall of sharp, pointy steel while the land forces close in. Captain Nohani fights hard however, minimizing losses on his side, but the enemy fights hard as well, and in the end Captain Nohani is unable to board. Moreover Captain Nohani is wounded fairly badly, maybe now might be the time to retreat and live to fight another day?
CAPTAIN BUNGLA NOHANI HP: 3/15
PRANCING HOBGOBLIN SHIP HP: 24/40
GIBBERING VULTURE SHIP HP: 6/40
CAPTAIN BUNGLA NOHANI CREW REMAINING: 24
PRINZ ADALBERT SHIP HP: 32/40
PLANTATION MERCENARIES TROOPS REMAINING: 32
>>53010 roll another 1d100
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eaf66b No.53014
| Rolled 94 (1d100) |
>>53013
Cheese it!
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4be6ce No.53015
| Rolled 61 (1d100) |
>>53014
Round 3 combat roll
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4be6ce No.53016
>>53014
>>53015
CAPTAIN BUNGLA NOHANI VS. PLANTATION MERCENARIES
ESCAPE ROLL:
BUNGLA NOHANI ROLL: 94
PLANTATION MERCENARIES ROLL: 61
You order everyone back on the ship and with hobgoblin haste the survivors are able to outrun the mercenaries and make it to safety. You sail off, bloodied and bruised but not yet beaten, arriving back in the port of Dead Man's Anchorage where you may plan your next move.
Cornwallis can now post his regular turn
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4be6ce No.53017
>>53016
Also reputation with Tortugal decreased to Hated (-3)
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eaf66b No.53018
| Rolled 78, 62, 15 = 155 (3d100) |
>>53016
CAPTAIN BUNGLA NOHANI
>Health:
3/15
>Current Status:
Healthy
>Equipment
Slave Rags, Old Cutlass (+1), Old Matchlock Pistol (+1)
>Currency:
315 Gold Doubloons
>Ships:
<The Prancing Hobgoblin> - Large Ship (HP 24/40 HP, ATK +6, ST 18/50, CREW: 12/50)
<The Gibbering Vulture> - Large Ship (HP 6/40 HP, ATK +6, ST 11/50, CREW: 12/50)
>Crew:
24 Freed Slaves
>Special Crew:
Babajide - [Spearmanship II] [Navigation II] [Ixtlub Translator] - Fee: 10 doubloons/turn
>Morale:
Content (+1)
>Supplies:
6 crates of slave gruel
1 crates of regular rations
3 barrels of average rum
1 crate of regular cutlasses (+2 to 10 crewmembers per crate)
2 crates of damaged cutlasses (+1 to 10 crewmembers per crate)
4 crates of cannonballs
4 bundles of lumber
3 bales of sailcloth
>Treasure:
Tiny pirate clothes.
>Reputation:
Estate of Rodrigo Velasquez - Hostile (-5)
Castellonian Empire - Wary (-1)
Tortugal - Hated (-3)
Baharuk slaves - Trusted (+2)
Dead Man’s Anchorage - Friendly (+1)
>Languages:
Baharuk Creole (Fluent), Meridian (Fluent), Castellonian (Broken)
>Magic:
None
>Skills:
Swordsmanship II (+2 to combat as long as you use a sword)
Survival I (+1 to rolls involving basic survival skills in the wild)
Carpentry I (+1 to rolls to build structures, can also be used to repair your ship)
Intimidation I (+1 to rolls to intimidate others, can be used in interactions with NPCs)
Command I (+1 ATK when leading men)
>Heirloom Item:
Bone Fetish of Nohani - A small pocket-sized bone statue of what appears to be a dancing hobgoblin. It grants a +5 bonus to your health and increased natural healing as long as it’s near you and if you’re struck by a mortal blow or are otherwise killed it will save you just once, but in doing so it will be destroyed.
—-
1.Hold a recruiting drive offering a gold Doubloon to any man who joins with us. Focus on beastmen and the sorts who have no problem working for a hobgoblin!
2. Rest up and heal my battered body.
3. Pay the dock workers to repair my ships as best as possible for 100 doubloons.
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1eb2f4 No.53019
| Rolled 65 (1d100) |
Making extra roll
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a5754d No.53020
| Rolled 84 (1d100) |
>>53008
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1eb2f4 No.53021
>>53019
We fight on. I draw my katzbalger and tell my men to use their pikes to funnel the savages my direction
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4be6ce No.53022
| Rolled 69 (1d100) |
>>53019
>>53021
Gerulf vs Tarawaks round 2 roll
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4be6ce No.53023
>>53019
>>53022
GERULF STAHLHERZ VS TARAWAK WARBAND ROUND 2
GERULF ROLL: 65 + 130 = 195
WARBAND ROLL: 69 + 108 = 177
RESULT: MINOR VICTORY (Combat continues)
The battle rages ever onward and as it does so your trusty katzbalger calls out to it, begging you to draw it. Upon doing so, your vision goes slightly red, but your mind also becomes clearer, your enemies' movements slower. Your blade guides your hand, directing it to the enemy's vitals as you rip and tear through the enemy line. The tide has turned and you are now on much more even footing, but there are still enemies here, still blood to be spilled. What will you do?
GERULF STAHLHERZ HP: 4/11
GERULF STAHLHERTZ CREW REMAINING: 12 (+5 at the ship)
WARBAND TROOPS REMAINING: 18
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1eb2f4 No.53024
| Rolled 86 (1d100) |
>>53023
There are still enemies left to kill, and my own death is not yet close enough to breathe down my neck. We continue to fight
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4be6ce No.53026
| Rolled 92 (1d100) |
>>53024
Gerulf vs Tarawaks actual round 3 roll
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4be6ce No.53027
>>53024
>>53026
GERULF STAHLHERZ VS TARAWAK WARBAND ROUND 3
GERULF ROLL: 86 + 120 = 206
WARBAND ROLL: 92 + 72 = 164
RESULT: VICTORY
You feel the bloodlust intensifying with each greenskin that you kill, and a surge of confidence grows as the number of your hated foe decreases dramatically. Soon the few orcs who remain are driven to fear and are routed as they scatter and run into the bush for their lives. It was a hard fought battle, but you stand victorious. Lord von Stossel will be pleased with the amount of heads that you acquired from this skirmish and with the fact that a good chunk of Gruks defenses now lie dead. This will do much to bolster your reputation, but first you'll have to get back in one piece..
GERULF STAHLHERZ HP: 3/11
GERULF STAHLHERZ CREW REMAINING: 11 (+5 on the ship)
WARBAND TROOPS REMAINING: 0
SPOILS:
1 basket of tribal rations
2 baskets of stone spears (+1 to combat for 10 crew per crate)
26 Tarawak heads
Add 6 to the ST of one of your ships (or split it up) to reflect this
You may now post normally
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1eb2f4 No.53028
| Rolled 10, 48, 8 = 66 (3d100) |
>>53027
GERULF STAHLHERZ
>Health:
3/11
>Current Status:
Healthy
>Equipment
Colorful clothes, worn iron cuirass (+1 HP), old iron pike (+1)
>Currency:
100 Gold Doubloons
>Ships:
Styx: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
Acheron: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
>Crew:
16 Hallandian Mercenaries
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
3 crates of regular rations
3 barrels of regular Hallandian ale
2 crates of old pikes (+1 to 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
1 basket of tribal rations
2 baskets of stone spears (+1 to combat for 10 crew per crate)
26 Tarawak heads
>Treasure:
Nothing yet
>Reputation:
Hallandaine - Normal (+1)
Onondaga - Wary (-1)
Tarawak - Hated (-3)
Gruk - Hostile (-5)
Aztlan - Wary (-1)
>Languages:
Hermanic (Fluent), Meridian (Fluent), Hallandese (Broken)
>Magic:
None
>Skills:
Formations I (+1 to combat in formations such as pike squares) II Progress 1/4
Spearmanship I (+2 to combat as long as you wield a pike or spear)
Swordsmanship I (+1 to combat as long as you wield a sword)
Survival I (+1 to actions involving basic survival skills in the wild)
>Heirloom Item:
Berserker’s Katzbalger - A mystical, brutal-looking sword passed down through your family. Gives a +3 combat modifier bonus when you’re below half health and a +5 combat modifier bonus when you’re at 1 HP. Gives a +1 combat modifier normally when wielded.
1. Upon return to the ships, Gerulf opens up a barrel of ale to share with his remaining crew to celebrate their victory. He gives a toast to them, and to those with the tenacity to die fighting.
2. Afterwards, the ships and crew set sail to return to Friedrichsburg and to Stossel, to claim their reward for the slain orcs.
3. Once we arrive, we'll need time to rest and recover. We'll get our wounds treated and our bodies back to tiptop shape.
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be7263 No.53029
>>53006
EDIT:CHANGE ORGANIZATION I TO QUARTERMASTER I
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49d2e6 No.53034
| Rolled 40, 16, 72 = 128 (3d100) |
>Name:
Matías Xirau
>Race:
Human
>Gender:
Man
>Nationality:
Castellonian Empire
>Fluff:
https://pastebin.com/yNAcZ1Y7
>Color: Orange
>Health:
10/10
>Current Status:
Healthy
>Equipment
Conquistador’s garb, old rusty iron cuirass (+1 HP), old cutlass (+1 ATK)
>Currency:
200 Gold Doubloons
>Ships:
Incendio del Sol - Large Ship (HP 40/40 HP, ATK +6, ST 19/50, CREW: 50/55) (25 for Sea Serpent Hunt only)
>Crew:
15 Santisma Madre survivors, 10 escaped Ixtlub slaves, 25 Scoundrels (Temp.)
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
4 crates of regular rations
3 barrels of Tortuguese rum
2 crates of old cutlasses (+1 to 10 crewmembers per crate)
3 crates of cannonballs
1 crate of Grapeshot(+1 to Ship ATK when used)
2 bundles of sailcloth
3 bundles of lumber
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Ixtlub Confederation - Friendly (+1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
Cazca - Wary (-1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Aztlanic (Broken)
>Magic:
None
>Skills:
Swordsmanship I (+1 to ATK when using a sword)
Sailing I (+1 to sea travel rolls)
Command I (+1 to ATK when commanding men)
Quartermaster I (+5 to storage space in the ship you’re currently on)
Ship Cannonry I (+1 to ship ATK on the ship you’re on)
>Heirloom Item:
Sailcloth of the Santisma Madre - This tiny, handkerchief-sized square of tattered and beaten sailcloth is all that remains of the Santisma Madre, the ship that had once promised you fame and glory. Kept throughout all the pain endured in Aztlan at the hands of the cursed children of Camazotz, this sailcloth gives you the strength to endure whatever may come, no matter the odds. As long as this sailcloth is in your possession, you are able to maintain your resolve through any situation and thus are immune to fear or sanity-related status effects. The sailcloth also brings good luck at sea, granting +5 to sea travel rolls and +1 ship ATK to the ship you’re currently on.
1. There would be a threefold plan to kill the beast, the first dependent on the Incendio del Sol set up to open up on the entrance of the cave in a full broadside, the cannons loaded with a mix of the grapeshot procured at Dead Man's Anchorage and regular cannon shot. When the beast emerged its ugly mug in the conclusion of step 3, the Incendio del Sol would open fire and cut the beast to ribbons. Matías would supervise this step himself, and it would serve as the final barrier if the second step failed, the men on the deck were all given cutlasses in the dire case of the Serpent Latching onto the ship.
+ 1 crate of Grapeshot(+1 to Ship ATK when used)
+ Ship Cannonry I (+1 to ship ATK on the ship you’re on)
+ Sailcloth of the Santisma Madre
+ Command I (+1 to ATK when commanding men)
2. The second step would consist of A select group of the best climbers of the crew, lead by a Goatman from the Ixtlub contingent of the crew, and carrying extra powder sacks and kegs from the ship, would plant explosives above the entrance of the cave, with several kegs piled high and exposed as a initial charge in the series; the goal being to trigger a collapse of the overhang from the cave and severely wound the serpent below. A several cannons would be moved from the other side of the ship and used to ignite the stash.
3. And finally, the third step would consist of a final team of men, the best shots in the crew, who would take their pistols and muskets and head into the cave to ambush and drive out the Beast. While their rounds would most likely not harm the beast significantly, that was not the goal, merely to provoke it and gain its ire, to dry it from its lair and into the trap awaiting them. They would aim for soft parts; nostrils, eyes, open orifices, anything that would piss the monster off. After that they would run as fast as they could out of the cave, away from its opening and the coming rockfall.
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d634b8 No.53035
| Rolled 57, 33, 74 = 164 (3d100) |
>>53002
CAPTAIN OBJIMAC STROMOV
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Slavan clothing, worn elven chainmail (+1 HP), damaged Slavan shashka (+1), Fine Matchlock Pistol (+3)
>Currency:
150 Gold Doubloons
>Ships:
<Záznam> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<Nesrozumiteľné Bľabotanie> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 elven buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 crates of hardtack
1 crates of regular rations
3 barrels of Slavan vodka
2 crates of old shashkas (+1 to combat for 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
10 Orc Heads
>Treasure:
None yet
>Reputation:
Slavan elves - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Barthelonia - Wary (-1)
Tarawak - Wary (-1)
Castellos - Wary (-1)
>Languages:
Slavan (Fluent), Meridian (Fluent), Barthelonian (Broken)
>Magic:
None
>Skills:
Sailing II (Gives +2 on sea travel rolls)
Swordsmanship I (Gives +1 to combat modifier when wielding a sword)
Pickpocketing I (Gives +1 to pickpocketing from others)
Ship Cannonry I (Gives +1 to ship attack of the ship you’re on)
>Heirloom Item:
Slavan Sea Charm - This special sea charm passed down by your father grants good luck and protection from disasters at sea. You can use this special charm to escape a combat encounter at sea without a trace, but after it’s used you won’t be able to use it for the next two combat encounters. It also grants +5 to sea travel rolls and +1 ship ATK to the ship you’re on.
1-3. It is time for plan B boys. Grab anything that looks useful or valuable, burn anything you can't carry, and do what your fathers should have done and pull out. If any of you stupid bastards die I will personally make sure your name is mocked for generations. +1 Pick-pocketing
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4be6ce No.53080
| Rolled 98, 83 = 181 (2d100) |
Rolls for world events
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4be6ce No.53081
| Rolled 56, 38 = 94 (2d100) |
>>53004
-1 rations
>I’m buffing your Gift of Camazotz spell, change the max you can convert per turn to 10 (amount actually converted will still be based on your roll, other rules still apply). Change your Curse of Xolotl spell’s max converts per turn to 5 as well (other rules still apply).
>czeched
You practice your rituals more and more until finally you feel content with your progress. You can now do your rituals better than before, and feel as though your technique has improved enough to the point where you can even study and perform more advanced rituals. Change Rituals I to Rituals II (+2 to rolls involving rituals)
Though some of your prey manages to escape into the safety of the city proper, you still manage to capture 10 prisoners, 5 of which you turn into thralls. However, the leaders of Dzibilchaltun have received word of the disappearances and have sent patrols out to find the cause of the vanishings. Add 5 bound prisoners and 5 Vampiric Thralls (+1 ATK) to your crew.
You’re able to utilize some of your knowledge from hunting wild game to make simple yet effective traps throughout the jungles surrounding the town. You also find an exceptionally good chokepoint leading up to your camp in the form of a thin rocky ravine. If you can manage to lure them here you may be able to bombard them from rocks from above or trap some or all of them here…you feel satisfied indeed with these preparations…but time will tell if they’ll be enough.
>>53005
-1 rations
-5 doubloons (special crewmember fees)
-5 doubloons (special crewmember fees from last turn, PUT DOWN HOW MUCH THEY COST)
FIX YOUR RATIONS OR -10 PENALTY TO ALL ACTIONS NEXT TURN, THIS IS YOUR LAST WARNING
As the smart-looking orc shouts “SKRAP IN DA PIT!!!!” the orc horde surrounding you goes wild and starts shouting “SKRAP IN DA PIT!” as well, as their guttural-sounding voices become a deafening cacophany while the horde pushes and shoves you to a large hole in the ground surrounded by a crude wooden palisade. The orcs take your weapons and armor and you’re left with just your clothes. You were able to hide your bracelet from the orcs, but nothing else aside from some sand in your pocket. They roll out a rope ladder and poke and prod you until you climb down, after which they roll it up from behind you. Looking around the pit you see the skulls and bones of past challengers littering the floor, and you see that the rope ladder you came was your only way out. Another rope ladder is lowered and your opponent, the mighty Boss Skulkrakka, climbs down to face you. You see that your hapless crewmembers have been surrounded and tied up by the horde, and seeing this you are reminded that their lives hinge on your victory. Suddenly the crowd starts cheering wildly as an orcish horn is sounded, signaling the beginning of the match. Prepare to defend yourself! First roll is for your combat.
>Combined roll averaged to 45
You keep your strategy in mind as the fight begins, hopefully being faster than him will give you a much-needed advantage.
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4be6ce No.53082
>>53006
Finally the ships with dwarves eager and looking for work arrive! 20 bright-eyed young dwarves sign up to work for you directly, while the others that arrive are content to just find jobs around the town. The town seems much more dwarfly, with a distinct district for the dwarves beginning to take shape. Add 20 Camlann Dwarves to your crew.
You wander the village of Rhamestown looking for people who know of the Onondaga centaurs when you stumble across the rumor of an old anthropologist that lives in the area who is studying the Onondaga culture. It appears that he has made several breakthroughs in deciphering the Onondaga tongue and writing system and would be more than happy to translate for you if you would be so kind as to spare a few doubloons now and then for his research. In addition to his expertise in Onondaga linguistics he also has some medical experience, which may be of use to you….however he is old and getting a bit frail, so it would be wise to keep him out of combat.
A new special crewmember wishes to join you!
Doctor Albert Hobbes - [Medicine III] [Onondaga Translator] - Fee: 5 gold doubloons/turn
As a show of good faith Dr. Hobbes accompanies you to the nearby Onondaga encampment of Canandagua where he helps to mediate between the Onondaga trader and yourself. The trader has no need of your doubloons, as the Onondaga do not value such things in the same way as the “two-legs” do. However he has taken an interest in your crates of limes and other items - perhaps you can use them to strike a deal? This is what the Onondaga merchant has to offer:
1 Canandagua Dreamcatcher - a trinket made of wood, leather and string with buffalo horn and quartz ornaments dangling from it - Price: 1 box of limes
1 Canandagua Warspear - a long spear of high quality with an obsidian tip and adorned with eagle feathers (+3 ATK - requires two hands to wield) - Price: 2 boxes of limes
1 Buffalo Spirit Cloak - a finely made, warm cloak made of buffalo hide and covered with strange symbols and glyphs, Dr. Hobbes explains to you that these are Onondaga magical sigils used to provide protection and ward away evil spirits - (+2 HP + undead and evil spirits receive a small penalty when fighting against you) - Price: 2 boxes of limes + 1 rations
>Hiring Dr. Hobbes or making a purchase is a free action
Although some wood and instructions are left for the dwarves they aren’t sure what to do with it, and before long they decide to abandon the task and hit the taverns. At least they don’t leave your wood lying out to grow mold and stow it somewhere safe…you may have to go back and remind them to get their act together.
After conducting your trade deals and making a decision on whether or not to bring on Dr. Hobbes you set sail and arrive in New Guildford without any incidents.
>>53008
You carefully inspect the Gloria for any signs of damage or wear and find that everything’s in working order. Considering your ship hasn’t seen any real action yet you’re not sure why you stopped to do this but the men feel reassured nonetheless upon hearing that all is well and their ship is secure.
Change morale to Overjoyed (+4). You’re not sure if you can raise your morale further with just actions alone..
Eager to test your mettle, you go to the cannon deck and are about to fire some practice shots when you remember the local rules about how cannonfire in the harbor was disallowed…you figure that you’d better not push your luck.
You return to the local blacksmith to see that although most of his stock was indeed cleaned out, he was able to “find” some things in the back given how you’ve gained some fame for taking out that pesky bounty. This is what he has for sale at present..
1 Toreador’s Espada - This fearsome rapier was imported straight from Castellos. It’s a fine bullfighter’s blade which excels at quick and precise movements yet is strong enough to take down a mighty bull. It’s said that each toreador’s blade is forged with the blood of a freshly defeated bull. (+3 ATK, grants a bonus against animals and beasts) - Price: 150 doubloons
2 crates of regular cutlasses - Standard-issue Castellonian army cutlasses, sturdy enough but nothing remarkable about them. (+2 ATK for 10 crewmembers/crate) - Price: 30 doubloons each
1 Conquistador’s Cuirass - A standard-issue cuirass of Castellonian make. Will provide some decent protection when worn. (+2 HP) - Price: 40 doubloons
1 Conquistador’s Helm - A standard-issue morion-style helm of Castellonian make suitable for protecting the head against impacts and slashing attacks alike. (+2 HP) - Price: 30 doubloons
>Making a purchase is a free action
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4be6ce No.53083
>>53009
As you walk up to the temple you and your men are greeted by a horrific sight - the sight of a fresh sacrifice taking place. You witness three beastmen atop the profaned stone temple of Xolotl, now dedicated to the worship of the lord of darkness Camazotz - an eagleman, a frogman and an axolotlman. They cry out to you, begging you to save them, which only draws attention to you and your group. Fortunately the vampire crowd is completely enthralled in the event and fails to pay you any heed. Eventually the screaming and pleading of your fellow trapped beastmen is brought to an abrupt halt as the priest swings his macuahuitl and the heads of the poor beastmen are sent flying down the temple stairs, soon to be followed by their lifeless bodies. The crowd goes into a frenzy, guzzling all the blood from the beastmen’s corpses. At this point the scales on the back of your neck grow tense and one thought dominates your mind - you need to get out, NOW. Your fear is not unjustified either, as the vampires have finished their meal and have turned to you. Your legs run back toward your large canoe as fast as they will go as the still hungry vampire horde follows behind, and you barely escape to your boat and head out to sea before they can muster their own ghostly ships to follow you. You thank the gods that you’ve escaped alive, but perhaps the celebrations are a bit premature as a head count reveals that the vampires may have claimed some victims..to make matters worse you and the rest of the men are still reeling from the loss and the gory and horrific spectacle you just witnessed.
Morale changed to Content (+1), lose 5 crewmembers
As you sail northwards to Pasquenoc you do your best to avoid Aztlanic shores and are largely successful in doing so but as you venture northwards you nearly end up embroiled in a great battle between the furless apes like the merchant who once owned your large canoe and the vampires in their ghostly and cursed canoes. However you’re able to get away and make it safely to Pasquenoc without suffering any harm. The village of Pasquenoc is largely a fishing village, one of the few permanent settlements of the Onondaga dominated by wooden longhouses and great totem poles. Surely you may be able to befriend these people and learn of their ways, but first it might be a good idea to find someone who speaks a language you can understand.
Now that you have a moment of peace you try to meditate, but alas your mind keeps returning to the bloody carnage at Calakmul. Perhaps it would be best to try again later, once the memory is less fresh in your mind.
>>53011
In your panic to get back to civilization you find no time to be training your men, and neither do they as they find themselves busy with hoisting the main sails and whatnot. You’ll have to try again later.
However you’re finally able to make it back to Catalao, and the long-awaited sights of civilization come as a welcome sight to you and your crew. You step off and stretch your legs, eager to be setting foot on solid ground, and get to exploring the city. The town is abuzz right now with news of slave revolts in the nearby islands, with a lesser buzz coming from news of orc attacks from the nearby orc village of Ugthuk. Both could be decent as next targets, if you choose to go look.
You order your men to practice swordplay and you too join in the fray, practicing with actual blades like men and not sticks like boys. As the training heats up you find yourself really getting into it as the men stand and watch in awe at your lightning fast footwork and expert maneuvers….and then, suddenly, it happens…a great jolt of pain shoots up your arm as the sinking realization hits you that your left hand is no longer attached to your arm. Oh, the men will never let this down. You’ve gone from Garrett the Godless to Garrett the Handless in an instant. However, the greatest concern to you by far is the fact that you’re bleeding profusely and will probably die if it’s left untreated, on top of the fact that you need to get your hand reattached soon while it still can be. You remember hearing of certain solar miracles that can mend broken and severed limbs, making them like new again. Or if the church isn’t your thing, there are probably tribal witchdoctors willing to do the same thing, though their work can be a bit…questionable…either way you know that you have to act NOW.
Lose 7 HP, change your current status from Healthy to the following: [Severed Hand] (-5 to all physical activity, two-handed activities are now impossible until this status is cured) [Bleeding Out] (Losing 1 HP per turn until this status is cured). Add Garrett the Godless’s Severed Left Hand (3 turns until it can no longer be reattached) to your Treasure tab (takes up no room). Change morale to Discontent (-1).
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4be6ce No.53084
>>53018
+2 HP (supernatural healing + at rest)
-10 doubloons (special crewmember fees)
You return to see that your deeds seem to have gained some traction around these parts and as a result 20 souls, some of them fellow escaped slaves like you, some of them being some of the relatively few beastmen about and some just being the scalawags and layabouts that are Dead Man’s Anchorage’s usual comers and goers.
Add 5 escaped slaves, 5 Ixtlub beastmen and 10 scoundrels to your crew.
In the time not spent recruiting you’re able to finally get some rest and relaxation, which along with your special trinket helps greatly in healing the aches and pains that you experience. You’re able to clean yourself up a bit and get all the caked on blood off, which helps as well. Soon after your wounds are mostly closed and you feel much better, though still not quite 100%.
Gain 8 HP.
As you lie in your old master’s bed you think about getting up and getting the ships repaired, but with a hearty yawn you decide to put it off a bit longer and go back to bed…your health is more important than any ship after all.
>>53028
+1 HP (Resting)
You reach for the ale in a vain attempt to celebrate but utter fatigue overtakes you and you decide against it for now…the booze will wait until you’re more healed up and you’re ready for it.
You set sail and eventually arrive back in the familiar surroundings of Friedrichsburg and are as happy as ever to be free from the Tarawak shit huts and back in the presence of the stylish Hallandian buildings. You venture to the posh manor of Lord von Stossel with Tarawak heads in tow and his face breaks out into a grin. “Been busy, haven’t you? Well my boy, your efforts are certainly most appreciated.” The lord claps his hands and a servant appears shortly after with a bag of shining doubloons. “Your reward, as promised. Oh, do stick around though, there’s quite a bit more you can do, if you’re interested. The tactic of sending mercenaries has proven to be a great boon in fighting off those little monsters, as you’ve demonstrated. If we keep this up their little collection of hovels will be a pile of ashes before we know it. Therefore I’d like to send you back to that village - if we could just clear it out we may be able to establish a settlement there, which will become the cornerstone of future efforts on the isle. The Isle of Verites would make an excellent addition to the lands of the Hallandian crown, and you’re in an excellent position to make this happen. So please, use your money wisely and take all the time you need to prepare. If you can succeed in delivering me more of those filthy orcs’ besotted heads there will be more gold waiting for you, and even more on top of that if you manage to rout that miserable village and burn it to ashes. I expect good things from you, Mr. Stahlherz.”
Gain 260 doubloons and change reputation with Hallandaine to Trusted (+2).
You rest and relax for some time, but you find that it’s to no avail - your wounds aren’t healing. You take a look and your sores ooze pus and are covered in yellow crust - they’re most definitely infected. You’re not sure whether it’s just jungle rot or whether the orcs had been lacing their weapons with certain…substances, but either way you’ve been around the battlefield to know that it’s bad news for you if you leave it to fester. You’d best seek medical help - or a priest proficient in solar miracles - as soon as possible.
Change status to [Infected Wound] (Healing impossible until this status is cured)
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4be6ce No.53085
>>53034
-1 rations
Seeing that now is the time to strike you get the Incendio del Sol into position and send the away teams to plant the improvised explosives and lure the beast out of hiding while it’s still vulnerable respectively. You say a prayer to Sol Invictus, you’ll definitely need it…
Second roll is for your combat
It isn’t long before you see your men scrambling out of the narrow tunnel as fast as they can, with a giant, engorged serpent behind it! As you surmised, it seems much slower due to the fact that it’s still digesting that whale it ate, which will be a welcome blessing. As the dreaded serpent pulls its hulking form to the entrance of the cavern you give the signal…but nothing happens. It’s a dud! Your men frantically try relighting the fuse but it’s much too late…the beast is upon you!
>>53035
-1 rations
>Combined rolls averaged to 55
The men take heed of your threat and separate out to steal and loot what they can. While they’re able to spot the main treasure cache in a well-guarded hut in the center of the village, they don’t bother with actually trying to obtain it - security has been beefed up and the many paranoid-looking orcs prove to be too much of a deterrent. Instead what they come back with are a few baskets of salted raw meat of unknown origin and a sack of 30 gold doubloons that one of your boys pickpocketed from a lone orc. You got some orc heads and some free food and gold as well - this will have to do. You make it back to your ship to pursue your next mark.
Gain 30 gold doubloons and add 3 baskets of tribal rations to your supplies tab.
WORLD NEWS:
Hostilities have increased further between Francisca and Barthelonia due to the revelation that the Franciscan nobleman who insulted the Barthelonian crown has been detained and arrested for his crime. Furthermore the nobleman arrested is discovered to actually be of noble blood - Prince Alexandre, the 4th child of King Beauregard XVII! He was sent to prison to serve his sentence somewhere in the New World, angering the Franciscans greatly. If he isn’t released, war is inevitable once the truce ends.
The Barthelonia/Francisca truce will END in 2 turns!
The Castellonians have attacked and successfully captured the island city of Atzcapahuacan, using holy blessings and superior ships to blockade and crush the vile undead hordes guarding the isle! Though this was a relatively easy victory, assaults on the cursed mainland of Aztlan will prove to be much more difficult…however, this was a solid first victory for the Castellonians in their conquista of the unholy lands.
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4be6ce No.53086
>>53005
>>53081
CHARLES VELDEN VS. BOSS SKULKRAKKA ROUND 1
CHARLES VELDEN ROLL: 22 + 1 (Sand) x 1.2 (Strategy) = 27.6
SKULKRAKKA ROLL: 56 + 4 = 60
RESULT: DEFEAT, COMBAT CONTINUES
The crowd cheers as the fight begins. As you and Boss Skulkrakka trade blows you find that your strategy of outspeeding the green brute seems to be working out just fine - you're able to duck and weave past the most brutal of his punches, avoiding harm. Perfect, this is just the time for you to break out your secret weapon - pocket sand! You throw it in his eyes and suddenly things get much, much worse. Like an enraged bull Skulkrakka begins flailing wildly around the arena, slamming into you and pinning you against the wall, giving him the opportunity he needs to clear out his eyes as you try to get up. You think you felt something pop with that slam - not good, and to make matters worse your blows don't ceem to affect him much. Not good…you may want to start thinking of a plan B before you share the fate of the bones you're stepping on..
CHARLES VELDEN HP: 5/10
SKULKRAKKA HP: 90%
>>53034
>>53081
MATIAS XIRAU ROLL: 40 + 600 = 640
SEA SERPENT ROLL: 38 + 640 - 1.2x (Engorged) = 542
RESULT: MINOR VICTORY, COMBAT CONTINUES
Though your heart sinks at the sound of the explosives failing your resolve remains unchanged as you order all guns to unload on the serpent and blow it to smithereens. Your cannons and grapeshot works wonders against the serpent, each shot tearing off chunks of flesh and scale alike. Although the giant snake fights like a cornered rat you're able to avoid the worst of the beast's attacks through strategy and quick thinking. Still the beast remains alive, best to put it out of its misery, right?
MATIAS XIRAU HP: 10/11
MATIAS XIRAU CREW REMAINING: 45
INDENCIO DEL SOL SHIP HP: 36/40
SEA SERPENT HP: 66%
>By the way fix your HP, max HP should be 11 from armor, also for fuck's sake change your ship's storage stat to 55 and your ship's crew stat to 50
Both of you roll 1d100, don't do your regular turn until combat ends
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c9363b No.53087
| Rolled 74, 30, 63 = 167 (3d100) |
YOHUATEOTL THE SUN EATER
>Health: 16/16
>Current Status: Healthy
>Equipment:
Aztlanic high priest garb, obsidian ritual dagger (+1 ATK), battered wooden shield (+1 HP)
>Currency: 100 Gold Doubloons
>Ships:
<Akbal's Revenge> Large Ship (HP: 40/40, ATK: +4, ST: 18/50, CREW: 25/50)
>Crew: 15 diehard followers, 10 lesser vampiric thralls, 5 vampiric thralls (+1 ATK)
>Special Crew: None yet
>Morale: Optimistic (+2)
>Supplies:
3 regular rations
5 pots of blood
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
5 bound prisoners
>Treasure: None yet
>Reputation:
Calakmul - Friendly (+1)
Cult of Camazotz - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Castellonians - Wary (-1)
>Languages: Aztlanic (Fluent), Ixtlub (Fluent), Castellonian (Broken)
>Magic:
Gift of Camazotz (Requires ritual sacrifice of a living sentient being, creates 1 vampiric thrall for each sacrifice, max 10 per action depending on roll. Only works if you have enough crew space on your ships)
Curse of Xolotl (Requires a freshly-ripped heart of a sentient being and any animal, creates 1 beastman thrall for each heart/animal, max 5 per action depending on roll. Only works if you have enough crew space on your ships)
>Skills:
Rituals II (+2 to rolls involving rituals)
Hunting I (+1 to rolls involving tracking and killing animals)
Command I (+1 ATK modifier when leading men)
>Heirloom Item:
Sun Eater’s Pelt - This thoroughly bloodstained jaguar pelt was once a symbol of your station, now the dark and malicious energies from the souls of lives ended prematurely infuses this cloak with a sinister aura. This cloak grants +5 to casting rolls and the cursed blood of the sacrificed accelerates natural healing and blesses you with +5 HP.
1. These slaves are rather pitiful as gifts. Farmers are not the most noble profession, but they would make excellent fodder against their once-kin. They shall serve me as my personal thralls and help capture the guards that make for proper slaves. This will also serve as an opportunity to awaken my followers. I have kept a pot of exquisite blood that truly floods the senses and brings ones instincts to their peak. During the ritual they shall partake of this blood and they shall become unstoppable stalkers of the night.
Optimistic (+2), Rituals II (+2 to rolls involving rituals)
2. It occurs to me that there is little known about this settlement. While slaves are all well and good I am sure that a report of the city would greatly interest the general who is so interested in dominating this land.
Optimistic (+2), Hunting I
3. Hah! Already they line up to the pens in the ravine. They send out multiple patrols, isolated from one another. It shall be a simple matter to herd them to the slaughter. Traps harrying them while they are forced to move and once they think they reached their prey. It will be all too apparent who was the real hunter here when rocks trap them and nets capture them.
Optimistic (+2), Hunting I
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a5754d No.53088
| Rolled 73, 40, 3 = 116 (3d100) |
>>53082
CONQUISTADOR GABRIEL ROM
>Health:
14/14
>Current Status:
Healthy
>Equipment
Conquistador’s garb, worn iron cuirass (+1 to HP), old cutlass (+1 to ATK), Toreador’s Espada (+3 ATK, grants a bonus against animals and beasts), Conquistador’s Cuirass (+2 HP), Conquistador’s Helm (+2 HP)
>Currency:
350 Gold Doubloons
-280
——
70 Gold Doubloons
>Ships:
Gloria - Large Ship (HP: 40/40, ATK: +6, ST: 19/50, CREW: 45/50)
>Crew:
45 Conquistador Recruits
>Special Crew:
None yet
>Morale:
Overjoyed (+4)
>Supplies:
5 crates of regular rations
2 barrels of Castellonian sangria
2 crates of old swords (+1 to 10 crewmembers per crate)
2 crates of regular cutlasses - Standard-issue Castellonian army cutlasses (+2 to 10 crewmembers/crate)
3 crates of cannonballs
2 blessed containers of holy water
2 bundles of sailcloth
1 bundle of lumber
>Treasure:
None yet
>Reputation:
Castellos - Trusted (+2)
Praetorian Solar Congregation - Friendly (+1)
Aztlan - Wary (+1)
Ixtlub - Wary (+1)
Tarawaks - Wary (+1)
Onondaga - Wary (+1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Holy Praetorian (Broken)
>Magic:
Saint Galadrin’s Blessing of Health (Minor) - (Requires holy water blessed in a Solarian church, restores 3 HP)
Saint Bellum’s Blessing of Turning (Minor) - (Requires 2 HP per cast, gives +3 ATK modifier against undead and demonic creatures)
Saint Ignus’s Blessing of Purifying Flame (Minor) (Requires 1 bundle of lumber and 1 HP, gives +1 to ATK for the turn it is cast - 3x more effective against particularly flammable things, also gives the burning status effect to said flammable targets if hit)
>Skills:
Swordsmanship II (+2 combat modifier when using a sword)
Command I (+1 combat modifier when leading men)
>Heirloom Item:
Solar Cross of Saint Lucia - This blessed silver holy fetish depicting the Solar Cross has safeguarded your family for generations, and it will safeguard you too. The amulet is enchanted to sense malicious intent in the hearts of others and will glow brightly if you are in danger. The amulet also puts your mind at ease and helps you focus, thus giving you a +5 bonus to casting spells when out of combat.
(Notes: Xiuhcoatl, Black Barnaby, Edwin the Treacherous)
Free Action "I'll take it all"
150+60+40+30=280
1 Set sail for the waters of Atzcapahuacan. Our countrymen have struck the first blow against Aztlan, the first of many to come. I've set a course bringing us near allied Porto Maraica, onward past Keldhampton, and by Castellonian Santa Basillas should we need to shelter along the way.
Overjoyed (+4)
2 Train Ship Cannonry I (+1 to ship ATK on the ship you’re on). The open waters and no rules save survival of the strong. Line up the starboard guns to try our range.
Overjoyed (+4)
3 Take hold of the ship's steering wheel and get a feel for it. A ship is as fast as wind and oar, but she is as nimble as the hand that guides her. If I can steer her strongly perhaps I can protect her hull.
Overjoyed (+4)
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f36354 No.53089
| Rolled 12, 67, 18 = 97 (3d100) |
>>52905
XPIYACOC
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Ixtlub outfit, old macuahuitl (+1 ATK), battered wooden shield (+1 HP)
>Currency:
60 Gold Doubloons
>Ships:
Eadrich - Large Ship (HP: 40/40, ATK: +4, ST: 29/50, CREW: 25/50)
>Crew:
20 Mictlantecuhtli cultists
>Special Crew:
None yet
>Morale:
Content (+1)
>Supplies:
5 crates of regular rations
1 baskets of regular rations
3 pots of Ixtlub pulque
2 baskets of old macuahuitls (+1 ATK for 10 crewmembers)
1 basket of hunting bows (+1 ATK for 10 crewmembers/crate, +1 to hunting rolls)
1 basket of turkey feathers
2 noose traps (+5 to hunting roll, 1 use only)
2 deer hides
2 baskets of deer meat
1 basket of turkey meat
3 crates of cannonballs
3 bundles of wood
2 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Ixtlub Confederacy - Friendly (+1)
Cult of Mictlantecuhtli - Friendly (+1)
Aztlan - Wary (-1)
Tarawaks - Wary (-1)
Tortuguese - Wary (-1)
>Languages:
Ixtlub (Fluent), Aztlanic (Fluent), Meridian (Broken)
>Magic:
None
>Skills:
Sailing I (Gives +1 on sea travel rolls)
Swordsmanship II (Gives +2 to combat modifier when wielding a sword/macuahuitl)
Bartering I (Gives +1 to rolls involving haggling/bartering)
Carpentry I (Gives +1 to rolls involving constructing buildings, can also be used for ship repairs)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item:
Bloody Maria’s Box of Woe - A cursed locked box made of ornate wood and brass full of hatred that makes the hairs of your neck stand up whenever it’s held. Upon opening this box with the little brass key you found and shouting someone’s name, a vicious, bloodcurdling scream will escape from the box, and those who hear it will be cursed. When opening this box roll a d100, on a roll of 10-100 the box will curse a single player with -5 to all rolls and the Curse of Bloody Maria status for 3 turns and NPCs will be stricken with terrible luck and possibly a dismal end as well. However on a roll of 9 or less YOU will be afflicted with the curse, giving you -5 to all rolls for 3 turns. 2 turn cooldown.
My care free curiosity killed those men and the vile abominations who laid claim to their bodies deserve the retribution. I never realized just how awful these monsters are, do they have no social grace no morality? it matters not. what matters is my countrymen lives are at stake and I must do what I can to save them. a way forwards is clear but this way will be covered in blood.
Plan of Action. I will learn all I can in some attempt to greater my chances against the injustice done onto my people. but first there is the matter of the lost men.
1. I shall introduce my self to the ruler of Pasquenoc, try to relay that we mean no harm and offer him some of our humble gifts.
A pot of Ixtlub pulque, 1 basket of turkey feathers, a basket of deer meat and 10 doubloons.
2. Assuming we are allowed to stay we are to gather stone, clay, obsidian, flowers and mushrooms. With this we shall build wonderful vessels for the souls of the men we have lost.
3. Perform the proper Death rituals inorder to guide our lost crewmen's souls back into a natural reincarnation circle. we shall cremate copies of the men lost, copies that are greater then their bodies so that their souls wont be fooled by the twisted deception of the Aztlan and turned into slaves for them.
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c9363b No.53090
>>53087
forgot to list the pelt underneath the first action
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c82cf9 No.53091
| Rolled 74, 16, 77 = 167 (3d100) |
>>53084
CAPTAIN BUNGLA NOHANI
>Health:
13/15
>Current Status:
Healthy
>Equipment
Slave Rags, Old Cutlass (+1), Old Matchlock Pistol (+1)
>Currency:
305 Gold Doubloons
>Ships:
<The Prancing Hobgoblin> - Large Ship (HP 24/40 HP, ATK +6, ST 18/50, CREW: 24/50)
<The Gibbering Vulture> - Large Ship (HP 6/40 HP, ATK +6, ST 11/50, CREW: 20/50)
>Crew:
29 Freed Slaves
5 Ixtlub beastmen
10 Acoundrels
>Special Crew:
Babajide - [Spearmanship II] [Navigation II] [Ixtlub Translator] - Fee: 10 doubloons/turn
>Morale:
Content (+1)
>Supplies:
6 crates of slave gruel
1 crates of regular rations
3 barrels of average rum
1 crate of regular cutlasses (+2 to 10 crewmembers per crate)
2 crates of damaged cutlasses (+1 to 10 crewmembers per crate)
4 crates of cannonballs
4 bundles of lumber
3 bales of sailcloth
>Treasure:
Tiny pirate clothes.
>Reputation:
Estate of Rodrigo Velasquez - Hostile (-5)
Castellonian Empire - Wary (-1)
Tortugal - Hated (-3)
Baharuk slaves - Trusted (+2)
Dead Man’s Anchorage - Friendly (+1)
>Languages:
Baharuk Creole (Fluent), Meridian (Fluent), Castellonian (Broken)
>Magic:
None
>Skills:
Swordsmanship II (+2 to combat as long as you use a sword)
Survival I (+1 to rolls involving basic survival skills in the wild)
Carpentry I (+1 to rolls to build structures, can also be used to repair your ship)
Intimidation I (+1 to rolls to intimidate others, can be used in interactions with NPCs)
Command I (+1 ATK when leading men)
>Heirloom Item:
Bone Fetish of Nohani - A small pocket-sized bone statue of what appears to be a dancing hobgoblin. It grants a +5 bonus to your health and increased natural healing as long as it’s near you and if you’re struck by a mortal blow or are otherwise killed it will save you just once, but in doing so it will be destroyed.
—-
1. See if I can’t purchase a new crates of weapons for my crew, something of around normal quality pistols or sabers.
2. Set out on repairing out ships, we can purchase more wood and sailcloth in the port till they are both sea and battle ready!
3. After all that set out into the territory of Tortugal and seek out the damned slave ships or any undefended merchant vessels!
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40eccd No.53102
| Rolled 98 (1d100) |
>>53086
Rollin for my boy charlie
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dcc3ad No.53103
| Rolled 22 (1d100) |
>>53086
Filii autem fornicata es Occupatus
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4be6ce No.53104
| Rolled 37, 37 = 74 (2d100) |
>>53102
>>53103
1st roll for Drow round 2
2nd roll for Scruffy round 2
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4be6ce No.53106
>>53104
>>53102
CHARLES VELDEN VS BOSS SKULKRAKKA ROUND 2:
CHARLES VELDEN ROLL: 98 + 1 = 99
BOSS SKULKRAKKA ROLL: 37 + 4 = 41
RESULT: MAJOR VICTORY, COMBAT CONTINUES
Skulkrakka continues to charge about the arena, and although your ability to dodge is much less in your battered state you manage to avoid his charges like a matador avoiding the bull's horns. However you know you can't keep this up forever…you need a plan. That's when you step on a large and sharp broken femur bone, a perfect improvised weapon! As he charges you once more you make your move, jamming the bone into his stomach and lodging it in there as the orc tries to slam into you. The giant orc screams in pain, and at this moment you know the tables have turned. All that's left to do is to finish him off, though anything can happen as both you and Skulkrakka are getting desperate..
CHARLES VELDEN HP: 4/10
BOSS SKULKRAKKA HP: 24%
>>53103
>>53104
MATIAS XIRAU VS GIANT SEA SERPENT ROUND 2
MATIAS XIRAU ROLL: 22 + 540 = 562
SEA SERPENT ROLL: 37 + 600 - 1.2x (still engorged) = 510
RESULT: MINOR VICTORY, COMBAT CONTINUES
You lure the hulking beast further out to sea, kiting it along as it lunges desperately at your ship, all the while being peppered by cannonfire, leaving more serious dents and scratches along its body and seriously damaging its front. A trail of blood now lingers in the beast's wake as it continues to desperately chase you, and you know that the battle is going in your favor. If you can just keep this up, the beast will surely perish.
MATIAS XIRAU HP: 9/11
MATIAS XIRAU CREW REMAINING: 40
INCENDIO DEL SOL SHIP HP: 32/40
SEA SERPENT HP: 33%
Both of you roll one more 1d100, next turn should end it provided you win
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dcc3ad No.53107
| Rolled 27 (1d100) |
>>53106
Hoc erit delectamentum garum
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4be6ce No.53108
| Rolled 88 (1d100) |
>>53107
Roll for Scruffy vs sea monster round 3
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4be6ce No.53109
>>53107
>>53108
MATIAS XIRAU VS GIANT SEA SERPENT ROUND 3
MATIAS XIRAU ROLL: 27 + 480 = 507
SEA SERPENT ROLL: 88 + 600 - 1.3x (still engorged + wounded) = 481
RESULT: MINOR VICTORY
Unfortunately the strategy of kiting would not last forever, as the beast gains speed as its meal digests. Eventually the serpent is able to catch up to your ship and slams its body against it, cracking wood and knocking some poor souls overboard as it does so. The men draw their cutlasses and prepare for close-ranged combat against the beast, holding it off while the cannon crew prepares their final trump card - a close-ranged blast of grapeshot straight to the beast's gut. It's highly effective, as the cannons blow open a great hole in the beast's gut from which it cannot recover. The serpent flails as its entrails fly out in a gory display and eventually it sinks below the surface before floating back to the surface like a dead goldfish. Your surviving men rejoice - you have won! They salvage what they can of the serpent's corpse - there's plenty of fresh meat here, though it smells a bit fishy, and there's several barrelfuls of the serpent's scales here, which are hard as a rock. They can either be sold or turned into something nice provided you can find a craftsman to work the stuff for you. You also heave the serpent's head on board as proof of your victory.
MATIAS XIRAU HP: 8/11
MATIAS XIRAU CREW REMAINING: 36
INCENDIO DEL SOL SHIP HP: 29/40
SEA SERPENT HP: DEAD
SPOILS:
4 barrels of serpent meat rations
2 barrels of giant sea serpent scales
1 barrel of giant sea serpent bones
1 giant sea serpent head
Change your ship's storage (ST) stat to 27/55 to reflect this
>Also change your max ST to 55 and your max CREW to 50 already
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40eccd No.53110
| Rolled 3 (1d100) |
>>53106
Lets go, time to fuck this green cunt up in the name of the emperor!
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4be6ce No.53111
| Rolled 60 (1d100) |
>>53110
Roll for Drow vs Skulkrakka round 3
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4be6ce No.53112
>>53110
>>53111
CHARLES VELDEN VS SKULKRAKKA ROUND 3
CHARLES VELDEN ROLL: 3 + 1 = 4
SKULKRAKKA ROLL: 60 + 4 - 1.1x (Wounded) = 58
RESULT: MAJOR DEFEAT
The crowd begins to cheer ever more wildly as soon the conflict would reach its bloody ending, with one side emerging victorious. You look for more bones, perhaps one more would finish off the green bastard. However, as you look, the wounded Skulkrakka winds up and hits you with an uppercut that sends you flying. As you struggle to pick yourself up, you find that everything's going black…shit, is this how it ends?
You later find yourself muddied and bloodied, but still alive, although your arms are bound and you see the smart-looking orc cackling above you with your still-bound crew. "DA BOSS SPAREZ YA TODAY, SEZ YOU GUD FIGHTA, BUT WEZ BE TAKIN' YAZ FOOD AN' SHINIES INSTEAD. 'AND 'EM OVA AND WEZ LETS YA LOT GO!"
Not seeing any other choice, you hand over all your gold doubloons and food supplies, along with some of your weapons, although you're able to stow away some of your belongings. With that the orcs untie you, laughing and cackling at you and your crew the entire time and your men take your injured body back to your ship, bloodied and bruised but still thankful to be alive.
Lose the following:
85 gold doubloons
All remaining rations
All barrels of rum
2 crates of old cutlasses
Change morale to Discontent (-1) and change HP to 1/11 as well.
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40eccd No.53113
| Rolled 80, 12, 98 = 190 (3d100) |
CHARLES VELDEN
>Health:
1/11
>Current Status:
Healthy?
>Equipment:
Pirate’s garb, old cutlass (+1 ATK), worn iron cuirass (+1 HP)
>Currency:
Lost all of it to orks
>Ships:
The Emerald Lady - Large Ship (HP 40/40 HP, ATK +6, ST 18/50, CREW: 25/50)
>Crew:
25 buccaneers
>Special Crew
Smitty Robinson:[Nav 3]
>Morale:
Discontent
>Supplies:
1 crate of fine cutlasses (+3 ATK for 10 crew)
3 crates of cannonballs
2 bundles of lumber
3 bundles of sailcloth
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Tarawaks - Wary (-1)
Onondaga - Wary (-1)
Aztlan - Wary (-1)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Tortuguese (Broken)
>Magic:
None
>Skills:
Speechcraft I (+1 to rolls to influence NPCs through speech)
Swordsmanship I (+1 to ATK when using a sword)
Command II (+2 to ATK when commanding men)
Ship Cannonry I (+1 to ship ATK of the ship you’re on)
>Heirloom Item:
Charming George’s Bracelet - A special silver bracelet adorned with sapphires that you managed to steal from a wealthy but ugly man nicknamed Charming George who still always had a woman by his side, a yes man to do his bidding and a patsy for when he needs someone to take the fall for him. This bracelet gives you unnatural charisma and confidence when it’s worn, giving +5 to rolls to rolls involving diplomacy and the like with NPCs. In addition, when recruiting crew you’ll get slighly more than average who are willing to sign on with you.
1.You know what? this is a fucking longshot, but the boss apparently thinks I'm a good fighter probably likes me. What's say I convince him and his crew to join on and we fucking raid the highseas pillaging and plundering? I'm wagerin to guess they don't get to conquer much sitting around here
2.Failing that we'll plot a course for dead mans anchorage and attempt to recomp on our losses through a few days menial labour see if we can get my boys fed via that.
3.Last but not least I need to fucking rest up and heal, I'm pretty out of it from that fight, green bastard got me good.
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1eb2f4 No.53115
| Rolled 38, 56, 99 = 193 (3d100) |
>>53084
GERULF STAHLHERZ
>Health:
4/11
>Current Status:
[Infected Wound]
>Equipment
Colorful clothes, worn iron cuirass (+1 HP), old iron pike (+1)
>Currency:
360 Gold Doubloons
>Ships:
Styx: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
Acheron: Medium ship (20/20 HP, ATK +4, ST 12/20, CREW: 8/20)
>Crew:
16 Hallandian Mercenaries
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
3 crates of regular rations
3 barrels of regular Hallandian ale
2 crates of old pikes (+1 to 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
1 basket of tribal rations
2 baskets of stone spears (+1 to combat for 10 crew per crate)
>Treasure:
Nothing yet
>Reputation:
Hallandaine - Trusted (+2)
Onondaga - Wary (-1)
Tarawak - Hated (-3)
Gruk - Hostile (-5)
Aztlan - Wary (-1)
>Languages:
Hermanic (Fluent), Meridian (Fluent), Hallandese (Broken)
>Magic:
None
>Skills:
Formations I (+1 to combat in formations such as pike squares) II Progress 1/4
Spearmanship I (+2 to combat as long as you wield a pike or spear)
Swordsmanship I (+1 to combat as long as you wield a sword)
Survival I (+1 to actions involving basic survival skills in the wild)
>Heirloom Item:
Berserker’s Katzbalger - A mystical, brutal-looking sword passed down through your family. Gives a +3 combat modifier bonus when you’re below half health and a +5 combat modifier bonus when you’re at 1 HP. Gives a +1 combat modifier normally when wielded.
1. First thing's first, I have to look for a doctor that can fix me up. I can't do any killing in this state, and no killing means no money.
2. After that, I'll look for a solar priest. Even if the doctor worked, a priest can still do good work, blessings are always welcome.
3. After taking care of myself, I'll worry about my crew. They need better gear, and now we have plenty of cash for it. I'll go around and check out weapon shops looking for deals.
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085555 No.53127
| Rolled 65, 52, 73 = 190 (3d100) |
>>53085
CAPTAIN OBJIMAC STROMOV
>Health:
11/11
>Current Status:
Healthy
>Equipment:
Slavan clothing, worn elven chainmail (+1 HP), damaged Slavan shashka (+1), Fine Matchlock Pistol (+3)
>Currency:
180 Gold Doubloons
>Ships:
<Záznam> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 15/20)
<Nesrozumiteľné Bľabotanie> Medium ship (20/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 elven buccaneers
>Special Crew:
None yet
>Morale:
Normal (+0)
>Supplies:
3 Tribal rations
3 crates of hardtack
1 crates of regular rations
3 barrels of Slavan vodka
2 crates of old shashkas (+1 to combat for 10 crewmembers per crate)
4 crates of cannonballs
2 bundles of lumber
1 bundle of sailcloth
10 Orc Heads
>Treasure:
None yet
>Reputation:
Slavan elves - Friendly (+1)
Dead Man’s Anchorage - Friendly (+1)
Barthelonia - Wary (-1)
Tarawak - Wary (-1)
Castellos - Wary (-1)
>Languages:
Slavan (Fluent), Meridian (Fluent), Barthelonian (Broken)
>Magic:
None
>Skills:
Sailing II (Gives +2 on sea travel rolls)
Swordsmanship I (Gives +1 to combat modifier when wielding a sword)
Pickpocketing I (Gives +1 to pickpocketing from others)
Ship Cannonry I (Gives +1 to ship attack of the ship you’re on)
>Heirloom Item:
Slavan Sea Charm - This special sea charm passed down by your father grants good luck and protection from disasters at sea. You can use this special charm to escape a combat encounter at sea without a trace, but after it’s used you won’t be able to use it for the next two combat encounters. It also grants +5 to sea travel rolls and +1 ship ATK to the ship you’re on.
1. Sell Orc heads.
2. Buy guns.
3. Buy booze and women.
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1e7f6a No.53131
| Rolled 59, 65, 20 = 144 (3d100) |
>Health:
10/10
>Current Status:
Healthy
>Equipment
Merchant’s clothes, old Dwarven hatchet (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons -5/turn
>Ships:
HMS Commerce - Large Ship (HP 40/40 HP, ATK +6, ST 18/55, CREW: 25/50)
>Crew:
35 Camlann dwarves, 10 West Nopu-enlou Company workers
>Special Crew:
Doctor Albert Hobbes - [Medicine III] [Onondaga Translator] - Fee: 5 gold doubloons/turn
>Morale:
Normal
>Supplies 17/25
4 regular rations
3 barrels of Eldin Baragh stout
2 crates of old cutlasses (+1 ATK for 10 crewmembers/crate)
2 crates of cannonballs
1 bundle of lumber
3 bundles of sailcloth
2 bundles of live oak (hardwood)
Buffalo Spirit Cloak
>Treasure:
None yet
>Reputation:
Barthelonia - Friendly (+1)
Dwarves - Friendly (+1)
Tarawak - Wary (-1)
Onondaga - Neutral (+0)
>Languages:
Barthelonian (Fluent), Meridian (Fluent), Camlish (Broken)
>Magic:
None
>Skills:
Farming II (+1 to rolls involving growing plants and food)
Shipwright I (+1 to rolls involving building and repairing ships)
Organization I (+5 to storage space for the ship you’re on)
Speechcraft I (+1 to rolls to influence NPCs through speech)
>Heirloom Item
Thrifty Jack’s Lucky Coin - This special doubloon was once the lucky coin of a masterful and famous merchant known as Thrifty Jack. He was a shrewd negotiator who would never settle for a bad deal, and the source of his confidence was this blessed coin. Holding this coin will grant a +5 boost to all trade actions with NPCs. In addition, NPCs will sell goods at a slightly lower price and buy goods at a slightly higher price by default for you.
>-2 Boxes of Limes for the Buffalo Spirit Cloak and 1 of Rations
1. New Guildfordshire has a warmer climate. Let's also attempt to plant some lime seeds here and let them grow.
Farming II
2. If the lime crops fail, we should use oranges as a backup.
Farming II
3. Stock up on tradeable goods and valuables before we set sail again. Doctor Hobbes should specifically use his knowledge to try and aquire goods which will be of great trade or gift value to the centaurs.
+5
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359893 No.53132
| Rolled 78, 55, 33 = 166 (3d100) |
>Name:
Matías Xirau
>Race:
Human
>Gender:
Man
>Nationality:
Castellonian Empire
>Fluff:
https://pastebin.com/yNAcZ1Y7
>Color: Orange
>Health:
8/11
>Current Status:
Healthy
>Equipment
Conquistador’s garb, old rusty iron cuirass (+1 HP), old cutlass (+1 ATK)
>Currency:
200 Gold Doubloons
>Ships:
Incendio del Sol - Large Ship (HP 40/40 HP, ATK +6, ST 27/55, CREW: 50/50) (25 for Sea Serpent Hunt only)
>Crew:
15 Santisma Madre survivors, 10 escaped Ixtlub slaves, 11 Scoundrels (Temp.)
>Special Crew:
None yet
>Morale:
Normal
>Supplies:
4 crates of regular rations
3 barrels of Tortuguese rum
2 crates of old cutlasses (+1 to 10 crewmembers per crate)
2 crates of cannonballs
2 bundles of sailcloth
3 bundles of lumber
4 barrels of serpent meat rations
2 barrels of giant sea serpent scales
1 barrel of giant sea serpent bones
1 giant sea serpent head
>Treasure:
None yet
>Reputation:
Castellos - Friendly (+1)
Ixtlub Confederation - Friendly (+1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
Cazca - Wary (-1)
>Languages:
Castellonian (Fluent), Meridian (Fluent), Aztlanic (Broken)
>Magic:
None
>Skills:
Swordsmanship I (+1 to ATK when using a sword)
Sailing I (+1 to sea travel rolls)
Command I (+1 to ATK when commanding men)
Quartermaster I (+5 to storage space in the ship you’re currently on)
Ship Cannonry I (+1 to ship ATK on the ship you’re on)
>Heirloom Item:
Sailcloth of the Santisma Madre - This tiny, handkerchief-sized square of tattered and beaten sailcloth is all that remains of the Santisma Madre, the ship that had once promised you fame and glory. Kept throughout all the pain endured in Aztlan at the hands of the cursed children of Camazotz, this sailcloth gives you the strength to endure whatever may come, no matter the odds. As long as this sailcloth is in your possession, you are able to maintain your resolve through any situation and thus are immune to fear or sanity-related status effects. The sailcloth also brings good luck at sea, granting +5 to sea travel rolls and +1 ship ATK to the ship you’re currently on.
1. A job well done, but still, good men were lost in the effort to slay this venerable beast! We shall honor their memory, and those that are able to be put to rest, or rather are in enough pieces to, will be laid to rest in the same sea they died. After this, we shall plot course for Dead Man's Anchor, to claim our just reward. Each man shall be paid his share, and our recent additions shall be given the option to stay on with us.
2. Upon return and collection of payment, foremost in priority would be the restoration of the ship to its proper fighting state. Hull leaks plugged, torn and shattered boards replaced, and sails sown and cannons cleaned. I want this ship back in peak form before we set out again on the high seas. While we're procuring supplies see if any of the merchants know about anyone able to fit a figurehead.
3. After this, begin the look once more for work, something more personal then fighting a giant beast on the high seas.
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12708c No.53138
| Rolled 73, 86, 46 = 205 (3d100) |
>>53083
>Name: Garrett the Godless
>Race: Human
>Gender: Male
>Nationality: Free City (Dead Man's Anchorage)
>Fluff: Garrett is a lean and fit young man of average height with a head of scruffy black hair and a pair of cold green eyes. His face is handsome but hard, with numerous nicks and pockmarks marring his good looks. His beard is shorn down to a permanent stubble and his clothes are all heavily patched. In battle he wears a gruesome mask fashioned from a guardsmans' skull and etched with war-oaths taken from the good book of Solarianism, hiding his features behind bleached bone as he lays men low with cutlass and shot.
>Color: Dark Grey
>Health:
3/10
>Current Status:
Bleeding Out: -1 HP/Round
>Equipment:
Brigand’s clothes, worn out cutlass (+1 ATK), old matchlock pistol (+1 ATK)
>Currency:
100 Gold Doubloons
>Ships:
<The Dripping Knife> Medium ship (15/20 HP, ATK +4, ST 9/22, CREW: 15/20)
<The Red Maiden> Medium ship (18/20 HP, ATK +4, ST 9/20, CREW: 10/20)
>Crew:
25 buccaneers
>Special Crew:
None yet
>Morale:
Discontent (-1)
>Supplies:
3 crates of hardtack
1 crate of regular rations
2 Crates of Fish
3 crates of Dead Man’s Rum
2 crates of old cutlasses (+1 ATK for 10 crewmembers)
3 crates of cannonballs
2 bundles of lumber
2 bundles of sailcloth
>Treasure:
Garrett's Severed Left Hand
>Reputation:
Dead Man’s Anchorage - Friendly (+1)
The poor and downtrodden - Friendly (+1)
Francisca - Wary (-1)
Tarawaks - Wary (-1)
Aztlan - Wary (-1)
>Languages: Barthelonian (Fluent), Meridian (Fluent), Franciscan (Broken)
>Magic:
None
>Skills:
Pickpocketing I (+1 to rolls involving pickpocketing)
Command I (+1 to attack modifier when commanding men)
Small Arms I (+1 to attack modifier when using pistols or other guns usable with 1 hand)
Swordsmanship I (+1 to attack modifier when using swords)
Intimidation I (+1 to intimidating others, can be used in interactions with NPCs)
>Heirloom Item:
Mask of the Godless - This macabre mask is infused and enchanted with the raw emotion of malice. It infuses its wearer with the strength to hunt down and kill those who have wronged him. This mask will grant a +5 attack modifier bonus against a single foe that has wronged you in some significant way if you chant his/her full name 3 times. You can only have one person marked in this way at a time and you can’t mark another until that person is dead. It also grants the wearer a +5 bonus to rolls involving sneaking as it helps its wearer blend in with the shadows or the environment in general.
1/2. Fuck! DOUBLE fuck! We have nothing on hand to properly tie off the wound– and nothing that can actually put the hand back on!
Send men to scour Catalao for a priest, a shaman, a surgeon, a barber– anyone who can put the hand back onto the stump!
3. Even as Garrett wraps his spurting limb and kicks sawdust onto the bloodsplatter, he knows his men will not be taking this event lightly. He makes light of his new condition with his usual swagger– it's a good thing the hand's off, boys, because otherwise every scoundrel and barmaid here to Francisca would be in trouble!
Ease the crew's discontent with black humor and carefree demeanor.
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c636c7 No.53141
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