Devil-spawn and Demon-taint: A Fiendish Take on Skull & Shackles (Inactive)

Game Master Mark Sweetman

Press-ganged to serve aboard the Wormwood, the crew with the outsider's touch must struggle to stay alive long enough to sate their desire for revenge...


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Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Obisyth looks down at the injured Rosie and then puts her hand to her lips in the sign to be quiet.

She then makes some mutterings that sound more like animals and Rosie's injured arm is suddenly surrounded by a green glow for a moment.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Minor Crab-beast

As Obisyth channels healing into Rosie's arm the purpled bruises fade and the swelling goes down. She is still out of it, but there is relief and appreciation on her face. Soon after Sandara bustles over to provide aid "I'll take it from here mates - ye did well." moving to help the Halfling below decks for at least a short while.

Around you on the ship order is starting to come into focus - the rigging is mostly in order and the anchor stowed... but the storm rages on. It looks to be the start of a very long day... Plugg orders you all into the breach above decks and among the rigging...

Daily Task:
Cedrick: 1d6 ⇒ 3 - Upper Rigging Work
Deader: 1d6 ⇒ 6 - Mainsail Duties
Joneth: 1d6 ⇒ 4 - Rope Work
Obisyth: 1d6 ⇒ 5 - Lookout

The storm makes all jobs more difficult, and also means no taking ten on Climb checks...


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Obisyth takes a look up the tall mast. Well, I know that I can spot anything as well or better than most. Lets hope I can make it up.

Realizing that she does not want to fall from the rigging, Obisyth diligently attends to her duties.

Daily Action: Work Diligently

Climb: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18 <-- Work Diligently bonus
Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Ooh Rigger jobs - says 'checkS so providing a few

Climb 1d20 + 7 ⇒ (14) + 7 = 21
Climb 1d20 + 7 ⇒ (17) + 7 = 24
Climb 1d20 + 7 ⇒ (11) + 7 = 18

Prof:Sailor 1d20 + 7 ⇒ (15) + 7 = 22

Daily action: Influence, Slippery Syl.

Whilst getting up amongst the ropes and repairing the rigging, Cedrick makes his small talk with one of the riggers as he normally spent his time amogst the Swabbies. Seeing a 'fair maiden' aloft, Cedrick spends his time engaging in talking 'shop' with her and asking fairly safe questions about various aspects of the way the things are done as standard practice. Occasionally he peppers the conversation with a very soft joke or two, seeking to slowly ingratiate himself with the woman.


Web 1/1

mainsail, work dil. Prof. Sailor: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28

no time for a full post. Don't want to hold up the game.


Minor Crab-beast

The storm keeps raging through the day, making work more difficult than it is usually and keeping you on your toes. Driving rain, howling wind and full sails are the order of the day. Plugg and Scourge are muted in insults, but strident in instruction - and the rest of the officers are seen on decks as well. Notably Peppery Longfarthing, who is deep in concentration and from the looks attempting to blunt the wind's power through sorcerous means.

Joneth Dex: 1d20 + 3 ⇒ (15) + 3 = 18 and Fatigue Con check: 1d20 + 1 ⇒ (8) + 1 = 9

Joneth keeps the ropes in order, but the exertion of the day starts to take it's toll on him. Fatigued

Cedrick - can I get a social skills check for the influence please, then I'll give you a response.

The evening can't come quick enough... but you are disappointed to find only a rushed meal of ship's biscuit and water on offer. After a few minutes Plugg orders you back to task and your work continues into the night.

No rum today - evening job is the same as your day job, but you must make a DC 14 Con check or you're fatigued for it.


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

After a long day at the top of the mast, Obisyth was looking forward to getting her feet back on the deck and an early night. Unfortunately, it was not to be. While she was beginning to feel comfortable up in the rigging, Obisyth continued to maintain her vigilance to make sure that she did not end up in the drink like Rosie earlier.

Climb: 1d20 + 3 ⇒ (15) + 3 = 18
Perception: 1d20 + 10 ⇒ (16) + 10 = 26

Constitution: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17 <-- Work diligently bonus.

Day(night) action: Work Diligently

Unlike earlier in the day when she was distracted by the height and the crows nest, her other planar dark vision helped her and she is able to keep a sharp eye on everything going on.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4
DM - Voice of the Voiceless wrote:


Cedrick - can I get a social skills check for the influence please, then I'll give you a response.

That will teach me to post at work, like I'm doing now...

Diplomacy 1d20 + 7 ⇒ (19) + 7 = 26

Con check 1d20 + 1 ⇒ (15) + 1 = 16

Evening.
Climb 1d20 + 7 ⇒ (15) + 7 = 22
Climb 1d20 + 7 ⇒ (14) + 7 = 21
Prof:Sailor 1d20 + 7 ⇒ (20) + 7 = 27

Cedrick gets back to work, still enjoying the wild crazy conditions. He seems to rather enjoy the challenge, a budding Master and Commander at heart.


Web 1/1

Mainsail, work dil. Prof. Sailor: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13

con check dc 14: 1d20 ⇒ 2

big fat fail


Minor Crab-beast

The time that Cedrick spends in conversation with Syl reinforce a few things to him... firstly, that the lass is a truly rotten apple - not just in the glee she takes in sadistic reflection and pain; but also in the fact that her mind is mostly gone. Secondly, that her opinion of you and your companions is intractably negative, she is solidly in Scourge's sway.

Despite her tongue being guarded by her close affiliation with Scourge, Cedrick elicits some degree of softening when she conspiratorially asks "You don't seem too bad a sort Bootlick... I can talk to Scourge if you like... but you'll need to do something for me first. Get me and you alone with the green b1tch... we'll give her a proper fecking" the tinge of her eyes and tone making you unsure whether she's suggesting a beating... or worse...

Cedrick:
That you got any response at all was due to a kick-ass roll; but she's not a friendly one is Syl - hence the likely reprehensible request

Joneth's: Dex: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22 and Exhaustion Con check: 1d20 + 1 ⇒ (10) + 1 = 11

The night passes slowly as you are forced to stay at your posts. Tiredness and pain settles into your limbs as they strain out towards the twenty four hours at work mark. Surprisingly despite the growing strain, you manage to make serviceable crew members of yourselves and don't draw any jaundiced looks from Scourge or Plugg.

The coming of the dawn is seen as sweet relief, and the weather is beginning to tail off. However intermittent squalls still come through and over the ship. The Captain and Plugg confer near the helm as the bell tolls and you're brought to deck for another rushed meal of biscuit and water.

Plugg delivers the sobering news "No rest yet mates, no rest yet. She's calming but we still need to keep sharp or we'll be in strife. So get cracking"

Scourge takes up the call as he hustles you on to your next task "Haul away through the day,
Come the night ye'll get to play."

Day 9: Deadened thoughts in the wake of the storm...
Joneth: 1d6 ⇒ 1 - Rigging Repair
Deader: 1d6 ⇒ 1 - Cooking (Kroop is sober)
Cedrick: 1d6 ⇒ 5 - Runner
Obisyth: 1d6 ⇒ 6 - Repairs

Before the start of dayshift on Day 9 - need a DC 18 Con check - or you get fatigued. If already fatigued, then you are exhausted instead for day 9.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4
DM - Voice of the Voiceless wrote:
"Get me and you alone with the green b1tch... we'll give her a proper fecking" the tinge of her eyes and tone making you unsure whether she's suggesting a beating... or worse...

Bloodless merely replies with a sly smile. Whilst the thought of a tawdry menage a trois in sounds rather appealing, Cedrick wonders that the woman doesn't entirely have a rampant shipboard liaison in mind.

He wonders to himself that if she truly hates him and his, and she is linked so heavily to Scourge, then by extension Scourge must truly hate us...which sets off a bit of a chain of bloody thoughts in the youing Midshipmans mind.

Quote:

eviltaskmaster:

Before the start of dayshift on Day 9 - need a DC 18 Con check - or you get fatigued

Runner: DC 10 Acrobatics check and DC 10 Cons check. Failing the Constitution check results in you being fatigued.

Constitution 1d20 + 1 ⇒ (11) + 1 = 12 = Fatigued

Acrobatics 1d20 + 2 - 1 ⇒ (18) + 2 - 1 = 19
Constitution 1d20 + 1 ⇒ (12) + 1 = 13
Endstate = Fatigued.

Action: Influence (Crimson ‘Cog’ Cogward)
Diplomacy 1d20 + 7 ⇒ (8) + 7 = 15
Doing what he can to make small talk, Cedrick tries to build a bit of rapport with Crimson ‘Cog’ Cogward, however the tasks at hand leave him a little lacklustre and not as scintillating as usual.


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

After a long day and night, Obisyth sighs reluctantly when she realizes that the nonstop labor is going to continue for at least another 12 hours. Nonetheless, she sets forth on her assigned duties to fix what was broken last night and make sure that everything on the ship is in good repair.

Dexterity: 1d20 + 2 ⇒ (12) + 2 = 14

Constitution: 1d20 + 1 ⇒ (3) + 1 = 4

Sadly, the long hours have finally caught up to her causing her to become fatigued.

Daily Action: Sneak

Survival: 1d20 + 5 ⇒ (3) + 5 = 8

When she has a chance, Obisyth attempts to catch another small fish, or if that is impossible, to see whether Deader can get some scraps from the galley. She then sneaks back down to the Lower Deck to check on Shadow and see how his recovery is coming. Having not been able to see him for the better part of a day, Obisyth is concerned and carefully checks his wing hoping that the good bird will be able to spread its wings and take flight soon so as to avoid becoming one of the cretins on the ships next plaything.

Heal: 1d20 + 3 ⇒ (9) + 3 = 12


Hi, guys, I am back. Got a lot of catching up to do, it seems. If I may ask, is Joneth rested before the start of dayshift on Day 9 or fatigued? So I know what a failed Fortitude check lands him on...


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

I do believe that DMVoV has been systematically missing your Con checks, so you are exhausted at this point. I may start to memorizing Dream Feast to help any of us who are fatigued/exhausted.


Minor Crab-beast

Yep - unfortunately you are exhausted at the start of Day 9 Joneth; but on the bright side you managed to pass both job checks on Day 8 - so the DM didn't epic fail for you ;)

Shadow is healing well and managed to weather the storm without aggravating her injury. You'd wager that she'd be ready to fly in a day or two - and judging by his relieved reaction when he saw you come, the rapport is being built up between you.

Cedrick finds Cog an interested listener, but you don't get the inkling he's ready to throw down on your side just yet. He's got no love for Scourge or his like - but you get the feeling he's concerned more for his own skin than anyone elses at present. He does ask "What's yer read on Deader? - man seems a bit touched... who knows what dark memories are floating around inside his head." licking his lips nervously as his eyes grow shiny with curiosity. "Looks like the Lady of Graves gave him a once over and kicked him back upstairs."

Cedrick gets the impression that a dark and morbid retelling of Deader's origins (real or imagined) might be enough to push Cog over to your side.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Is that a veiled suggestion that if I make up a real/fanciful story of enough drama and gravitas backed with a decent perform check I might just be able to sway him over?


Minor Crab-beast

My apologies.... it's meant to be an explicit suggestion :P
You have the gist of it... Cog likes the stories dark and gruesome.


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

I hear that he was eaten by a whale, but he tasted so bad that it puked him back up and then he washed ashore like he is now.

Sovereign Court

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M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

”I am not one for idle gossip or foul speculation, but I can’t help wondering the same as yuo lot about the man either” Cedrick pauses for dramatic effect. ”My father used to lock me in the library with nothing but books for company a lot when I was just a pup, and my tutor was a mean old bastard set on trying to terrify me into good behaviour, they were worried that my tainted blood might one day come about manifesting into something dark ane malevolent, so they made me read dark books of darker tales, and I do recall one that told of a man just a bit too much like Deader for my liking...” once again Cedrick pauses, notionally to concentrate on a task at hand, but really to add weight to the tale. ”See it started with the Taldorans, and the Shining Crusade. Reckoning that the Whispering Tyrant presented a threat, they launched the Crusade against him. Warriors from all over the empire rallied, gathering at the town of Vellumis in Ustalav. They were joined by dwarves from Kraggodan and the well-known Knights of Ozem, and they were lead by Iomedae.
It took decades to take the battle to the Whispering Tyrant, finally securing a landing on the northern shore of Lake Encarthan, but during this time, crusaders were attacked on the lake by an omox called Jobox, the Corrupton Contained. Jobox was a foul creature of liquid corruption that loves to wallow in the filth of tainted water and rotting carnage. The creature sunk numerous vessels, killing countless soldiers before it was imprisoned by the priest Niedevis....for a while.”

”Well of course what they didn’t say in most of the books was that it took a long while for that Priest to come and put a stop to Jobox, and in that time he took pleasure in sparing some of those soldiers a quick death, and instead he drew them down, down, down into that strange bottomless Abyss at the bottom of Lake Encarthan, and safely ensconsed in his lair he started exposing those poor unlucky bastards to the corruption of the deepest pits of chaos."
"It is said that His black tendrils of filth forced their way into a man through all his holes, and replaced his red blood with enfouled seawater, it is said that their minds were twisted by an Evil so dark it is beyond the reckoning of a mortal man, and that the creature sought to burn their very souls that it might light the dark pit of its lair like candles in a church hall. Only once it had its foul way and the last vestiges of sanity and morality had been washed and scourged from their mind and their soul burnt to ash did it finally just drown the sorry bastards in their own effluent."
Given the soul was in such dark tatters, and the body so fouled with chaos and corruption, the story goes that they were sent to the great Yard of Pharasma, ready to be judged, but so burnt beyond recognition and so bent beyone sanity were these men that She couldn’t make head nor tail of the sorry bastards and was stuck on what to do with em, you can’t pass judgment on a soul if you can’t make out the features, like trying to read a written contract all gone to mush in the rain. So it was that that darkest pr1ck of em all, Zon Kuthon stepped in and solved the problem and struck a deal with Pharasma; he would restore them to life and burn in a new soul, only Gods know how, and then he’d send em back above for a bloody recount and the ability to be judged... he reckoned he was sending them up above as a fresh sheets, but would you trust the Dark Prince of Envy, Pain, Darkness, and Loss? No. And me neither.

"These men are supposed to be blank sheets, but I reckon there was something hidden in each one of them, something dark. Every rogue knows that a blank sheet of paper can be hiding a message; a bit of lemon juice leaves nothing that can be read by the naked eye, yet hold it to a flame and the nefarious message becomes writ large for all to see".

"I’m thinking Deader could well be one of these men, one sent from the briny Abyssal depths and through Phrasmas yard, and then been hand crafted by Zon Kuthon himself for some dark and bloody purpose".

"What I will say is that if this is a true story, and I hope on all thats decent that it bloody well ain’t, we’d best be ensuring that Deader stays Aliver til he gets near the right fire to get his secret reveal, or we could have Zo Kuthon himself send the Jobox after us and make us some playthings too, mayhaps Deader’s kiss from Zon Kuthon might rub off on us in the meantime, and his presence yield a bloody doom on our enemies... all I can say is either way we stand to gain by his good health, and any enemies of the Wormwood crew are in for a nasty harvest."

”Anyhow, that was all just tales in a book, none of it could be true... right? Cedrick offers with feigned hope.

Perform (Big fat story)1d20 + 7 ⇒ (14) + 7 = 21
Know (History) 1d20 + 2 ⇒ (17) + 2 = 19


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Minor Crab-beast

Ahem

Cog listens spellbound as Cedrick talks in conspiratorial tones, the tiredness fading from his face as he becomes engrossed in the story. At the conclusion he happens to steal a glance at Deader... the man's wild and carefree face seeming only to reinforce the impact of the dark ode. He wrings his hands and licks his lips nervously "Feck me... better watch ourselves ai?... Look you're tight with him right? - let 'im know I'm with 'im."


Still tired from the previous day almost to the point of exhaustion, Joneth nevertheless tries to do the job assigned to him to the best of his ability. He works slowly and methodically, focusing on the task at hand and taking a short break now and then when the feeling of fatigue proves too much for him.

Not sure what passing or failing the Fortitude save means at this point, but here it is regardless.

Fortitude 1d20 + 1 ⇒ (13) + 1 = 14

Taking 10 on the Climb checks for a result of 13.

Dexterity 1d20 + 3 + 4 - 3 ⇒ (19) + 3 + 4 - 3 = 23

Daytime Ship Action: Work Diligently.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

LOL was a great old load of cobblestones, but figured it might work


Minor Crab-beast

Joneth - roll was still needed... saved you from falling asleep at the wheel ;)

The day passes with the crew at an understandable low ebb as most are falling asleep on their feet. Bloody hour delivers a range of rope bashes spread among the crew - Scourge's flunkies and others both, but there the blows are slightly checked. Some small comfort can be drawn from the fact that the storm has almost fully dissipated and weather is calm enough once more.

Kroop and Deader bring up a solid fish stew for all to eat, and Grok hands out the rum rations as per usual. Most of the crew take their rum and move immediately below to sleep... wanting to put the last couple of days at least eight hours of sleep behind them. There is little going on above decks or below apart from a symphony of snores.

Rum and night actions for Day 9 please.
I'm noting that things are a little too static with the wake up take actions then sleep mode, so will try and shake it up a bit and give at least a tangible event a day from now on out.


Web 1/1

Wow. I had gone back to the drawing board three or four times on what I thought Deader's origins and purpose might be. I should have known that I was better off letting other people toss their ideas out there. That was pretty amazing.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Yeah! That was well done Cedrick.


Web 1/1

Day action- help cook and try to talk kroop into letting me catch some sleep.

Night action- sleep.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Cedrick is fatigued from the last 24 hours of excitement and decides to fall into his bunk for a good sleep.


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Sorry for the delay, busy day yesterday.

Condition: Fatigues

Nighttime Action: Sleep

After 2 days of more or less continuous work, Obisyth has finally run out of energy.

Again, her rum goes over the side of the ship:
Stealth/Sleight of Hand: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11 <-- -1 Fatigued

Before bed, I again check on Shadow and make sure that he is ok. I carefully tend to his wing and help to clean him up so that he continues to regain his strength.

Heal: 1d20 + 3 ⇒ (4) + 3 = 7

Unfortunately because of how tired I am, I do not accomplish anything very well. I just hope that everyone else is just as tired.


Minor Crab-beast

As per usual, weekend time was limited - update inc. in the morning.


Already too tired thanks to the previous trying hours, as well as the day's work, Joneth has little interest in talking or socializing, preferring to eat his ration and dispose of the rum quickly so that he may be able to get to the part of the night he is most interested in, that being a restful sleep.

Stealth 1d20 + 9 ⇒ (14) + 9 = 23
If fatigued: -1 penalty.
If exhausted: -3 penalty.

Nighttime Ship Action: Sleep.


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

I am switching my spells for the next day, eliminating Shillelagh and memorizing Dream Feast. In the morning I awaken before sunrise before anyone else and check on Shadow. After the past few days, I think that he may well be ready to spread his wings again. If he appears to be good to fly and nobody else is awake, I will take him up and let him take flight.

I also pray to the Green Spirit requesting the ability to bestow a Dream Feast on one of my companions if he or she should be fatigued or exhausted as Joneth was on the last day.


Minor Crab-beast

Obisyth catches her breath as she thinks Scourge almost caught her disposing of her rum... but gradually opens her lungs as she finds her fear unfounded. As she checks on Shadow she finds the bird returned to relative health, and ready to take flight. Reaching out empathically to the seabird she senses the intangible bond between them and know that their fates are linked.

Shadow is back to full health and fully ready to be your familiar. Up to you if you want to keep him close, or release him and know that he'll remain 'nearby'.

Sleep is deep, blissful and nourishing to your tired frames. Although the bell on the tenth morning of service comes far too soon for your liking, you find your body readily able to respond to the call.

Day 10: Calm in the wake of the storm

Tasks are assigned and the day's work starts in an overcast, though blessedly calm sea and sky.

Nachni: 1d6 ⇒ 2 - Line Work
Joneth: 1d6 ⇒ 2 - Line Work
Cedrick: 1d6 ⇒ 5 - Runner
Obisyth: 1d6 ⇒ 5 - Runner
Deader: 1d6 ⇒ 6 1d2 ⇒ 1 - Special Occasion, Kroop is sober

Day checks and actions as per usual please

Early in the afternoon, just after your midday repast of ships biscuit and weak tea, you spy Badger and Conch duck below decks together - exchanging furtive looks. Although initially no-one seemed to notice them... Fipps and Jape look to follow a few hands of seconds later.

Perception DC 17:
As Badger and Conch move away you hear a couple of snatches about "...rats... wagers... spice up tonight..."


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

DM VoV:

If Shadow is an albatross like I had on my sheet, then he should be able to essentially glide above, or near, the ship, but out of bow range, for days if necessary. I assume that I will get the +3 Perception, but not that Alertness Feat bonus as that requires him to be within a few feet.

Also, I will have him help Deader with the daily fishing - chasing and pointing out where the best fish are, even catching and dropping one or two if the situation provides.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Acrobatics: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10 <-- Work Diligently
Constitution: 1d20 + 2 ⇒ (8) + 2 = 10

Daily Action: Work Diligently

After being overjoyed that she was able to protect and nurse Shadow back to health, Obisyth has a difficult day and barely manages to keep her feet and avoid being exhausted at the end of the day. Despite her generally great perception, she completely misses whatever Plugg's lackeys were preparing.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Nachni slithers up into the rigging this morning with renewed enthusiasm. The storms took their toll on the slender woman, but today the improved weather appears to have lifted her spirits and she seems to be emerging from whatever funk left her so quiet the last few days.

Dexterity 1d20 + 4 ⇒ (18) + 4 = 22
Constitution 1d20 ⇒ 6
Perception 1d20 - 1 ⇒ (17) - 1 = 16
Daytime Ship Action: Work diligently. Apply it against the Con. A question I may have asked before, but want to double-check. Can Nachni only influence fellow riggers during the day or potentially anyone on the ship?

At midday, Nachni has already scrambled back into the ropes when she catches a glimpse of Badger and Conch out of the corner of her eye. She slides back down attempting to spy on the events, but isn't quick enough to catch anything before everyone heads below deck and an evil glare from Plugg sends her back to work.

Nachni's skill with the ropes and sails shows today and they almost seem to dance to her commands, but weariness from the trials of the recent days continues to take its toll and by the end of the day her muscles are trembling from the exertion.


Minor Crab-beast

Obisyth:
Setting him to fly near is certainly doable, but keep in mind the more time he spends interacting and coming and going... others might get ideas and act on them...

I'm ok with you attempting to influence someone on a different set of jobs


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

DM VoV:

No problem. I will probably just have him stay aloft and scout. If he sees another ship, I will have him inform me. Also, if he sees anything dangerous in the sea. For right now, it will be mostly staying out of harm's way. I also plan to spread rumors (or get one of my companions to do so) about the good omens that albatross are considered for sea farers. If I see that Deader is having a tough day, he may help occasionally. Since Deader is only on fish/turtle duty once every 3 or so days, this will hopefully not cause too much speculation.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4
eviltaskmaster wrote:
Runner: DC 10 Acrobatics check and DC 10 Cons check. Failing the Constitution check results in you being fatigued.

Acrobatics 1d20 + 2 ⇒ (5) + 2 = 7

Constitution 1d20 + 1 ⇒ (20) + 1 = 21

Diplomacy 1d20 + 7 ⇒ (11) + 7 = 18

Cedrick spent the day continuing to chatter, unfortunately this slowed him down a bit too much and perhaps he missed the odd timings...
WTB Take 10 checks :(

Daytime: Influence Giffer Tibbs.
Cedrick offers to be helpful and does his ingratiatingly best to help out his crewmate.

Come bloody hour, Cedrick appears all apologetic - "Must have been a bit flat footed from the other nights adventures boss, sorry boss, will be less fecked next time boss..." and does his best hat in hand apology.

Diplomacy 1d20 + 7 ⇒ (18) + 7 = 25


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Don't forget that Perception check Cedrick.


Minor Crab-beast

Just need Deader and Joneth to round out the day

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Nice catch Nachni... I kind of got caught up in the rest of what was going on and missed that... so failed in game and IRL perception check :p

Perception 1d20 + 3 ⇒ (11) + 3 = 14


Web 1/1

"Something special, eh?" Deader says to Kroop when he comes into the kitchen and hears the news. "Let's see what we can come up with..."

work diligently: 1d20 + 4 ⇒ (2) + 4 = 6

Sigh. Guess it's time for another whipping.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Deader, you get a Perception check too, maybe one of us will make it :)


Minor Crab-beast

Joneth's checks still pending.
Don't sweat the Perception fail - you'll find out soon enough.

Regular shipboard life falls easily back in after the tension of the storm. Scourge and Plugg are back to their venomous and acerbic best when it comes to insulting the crew, and battle lines are beginning to become fairly clear between those leaning towards your intrepid group... and those still under tyranny's sway.

Come bloody hour, Deader and Bootlick find themselves at the mercy of Plugg's whip. They are joined by Shivikah and Tate. Plugg sermonises "Just a few days in the rain an yer forgettin yer place! Fail at work... face the lash!" delivering a series of rope bashes along the line. Shivikah and Tate score three thumps with the balled end of the cat, while Deader and Bootlick each cop a twin set of kisses from the business end of the daughter...
Deader: 2d20 ⇒ (4, 1) = 5 and 1d3 + 2 ⇒ (3) + 2 = 5 non-lethal
Cedrick: 2d20 ⇒ (14, 18) = 32 and 2d3 + 4 ⇒ (3, 1) + 4 = 8 non-lethal
...an overwraught second strike at Deader missing completely to the chuckles of some in the audience. After twin licks on Bootlick's back, Plugg's eyes strike out like daggers into the crew as he growls and cedes the floor to Kroop and Grok as they bring up dinner and rum.

Night and Rum actions please

After food and drink is handed out to all, a spot on the maindeck is cleared and Badger and Conch come forward with a couple of cloth covered buckets. Fipps and Jape follow with grins on their faces and a thick coil of tarred rope.


Joneth works silently, seemingly focused on the tiring job of hoisting and lowering the sails, and takes short breaks whenever he can in an attempt to pace himself and avoid growing tired.

Once night comes, he as usual chooses to almost gladly partake of the food, but not the rum. Between the bites, he does make small talk with the rest of his peers. "There was a talk of 'rats' and 'wagers' between Badger and Conch earlier today," he offers. "Any idea what that might be about?"

Perception 1d20 + 5 ⇒ (18) + 5 = 23

Dexterity 1d20 + 3 ⇒ (7) + 3 = 10
Constitution 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11

Daytime Ship Action: Work Diligently.

Stealth 1d20 + 9 ⇒ (2) + 9 = 11

Nighttime Ship Action: Gamble.


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Tonight as the rum is passed out, Obisyth walks over to one of the side rails and reaches out with her senses to communicate with Shadow. Asking him whether he has seen anything of note - large fish, ships, etc. While doing this the rum goes over the edge and into the water below.

Sleight of Hand/Stealth: 1d20 + 2 ⇒ (1) + 2 = 3

Unfortunately in the process, she drops the entire cup of rum.
_____________

If she is not beaten too badly.

I talk to Cedrick and the others:
Do any of you have a spare dagger? I do not need one, but I was talking with Tilly the other day and she would really like a blade. I am sure that she would prefer a sword of some sort, but if all we can get is a dagger, I am sure that she would appreciate it. Also, she really likes her drink.

If someone has an extra dagger, I will try to influence Tilly.

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16
______________
As Nachni appeared quite tired from her day in the rigging, I will cast Dream Feast on her before going to bed for the night. Should eliminate her Fatigue even if she does a nighttime action.

DM VoV:

I thought this spell removed Fatigue. It actually seems to make 1 hour of sleep equal to 8 hours from what I can tell. It is your call, but I sort of interpret this as allowing someone te recover from fatigue as you need 8 hours of sleep to overcome fatigue, or so I recall. I don't have the time to look this up right now. Let me know so that I can memorize something else if it will not work to cure fatigue.


Web 1/1

Deader leans against the main mast with his cheek against the wood as he takes his lumps. His body twitches, but if his expression never changes. When Plugg misses he actually looks over his shoulder and says "A little to the left mate. It's ok, have another go."


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Nachni rolls her eyes when Plugg misses Deader and barely contains a giggle at Deader's retort. She leans over and whispers to Rosie, "Looks like Plugg is wearing out his arm. Wonder if its the beatings he delivers to us or to his own wee member?"

After Bloody Hour she sits with the rest of the crew for dinner and has her share of the evening meal. But Joneth's words cause her worry and she considers whether she has ever heard of any pirate entertainments or punishments involving rats (other than getting locked in the bilges), only to come up blank.
Profession (Sailor) 1d20 + 3 ⇒ (1) + 3 = 4

When the rum is distributed, she motions Rosie over and once again pretends to slowly sip it while dumping out a bit each time until it is gone. "You know Rosie, I work with Conch up in the rigging and it was that lad who told me about your fiddle. Ridiculous they would keep it from you. Two of us managed to get away on one of those clear days before the storm and got it back from Grok, but the poor boy is hopelessly sweet on you and terribly shy so he wouldn't go along with my plan for him to give it to you as a gift. Still, I'd hate to see such a heroic deed go unrewarded if you catch my drift. He's not my type, but perhaps there is an opportunity for a little shipboard romance? I'll be happy to give him a nudge later tonight or tomorrow if you'd like the man to make the first move.
Stealth to lose her rum 1d20 + 8 ⇒ (14) + 8 = 22
Night Action: Influence Rosie
Bluff 1d20 + 8 ⇒ (18) + 8 = 26
Sure hoping Conch doesn't completely blow this tonight.

When Obi comes over a little later and asks about blades, Nachni produces the dagger she got from the trade with Cog. "Perhaps a blade like this? You can have it if you want or I can see if I can talk to Tilly. If this isn't what she's looking for, I can see about slipping off to the store tomorrow."

FYI, since Obi is going to look out for my fatigue, I may see about influencing a second crew member tonight but want to see how this little game plays out first.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Cedrick is a bit non-plussed about getting a few hits for failing in his daily tasks, he seems almost as angry at himself as he does at the actual beating.

Depending on what those buckets might hold, he's most likely to head to bed for a night sleep, all the better to engage tomorrow head-on.


Minor Crab-beast

Ok, time for a slight retcon

At Deader's words, Plugg's face turns ashen grey and murderous. Slowly turning back to the grinning corpse he shakes out his cat and gives him what was asked for...
Deader whipping (non-lethal): 2d20 ⇒ (6, 19) = 25 for 2d3 + 4 ⇒ (3, 1) + 4 = 8
...opening bloody rents on the man's back and sending him into unconsciousness where he sags against the mast. Turning to the crew he holds up the bloodstained cat silently as a marker of warning before growling at the crowd "He stays at the mast till morning, as a reminder to you all to choose your words when addressin your betters!"
Deader will heal some of the non-lethal during the night, but I'd ask for a DC 10 Con check to see if you can get enough sleep despite the bindings to not be fatigued for tomorrow.

So when Obisyth attempts to dispose of her own rum... Scourge notices and catches the tiefling red-handed "You, green hag - you know the rules, drink yer rum or face the consequences..." Maheem and Syl appearing almost out of nowhere to hedge off Obisyth and lead her back to Scourge... and judgment. Scourge looks ready to explode into action when a particularly evil thought breaks his face into a smile, as he glances towards the spot where the buckets and ropes are being prepared.

"Hook her up lads... she'll get her dessert soon enough..." and Obisyth is tied off hands and arms around a rail to wait for her justice to come.

I'm happy for Dream Feast to allow for easier voiding of fatigue. You'll need to cast it after whatever nefarious deed Scourge is going to inflict...

Nachni's approaches to Rosie are met with a knowing nod "Aye, I seen the bloody lecher starin at me... has he put you up to this then? bloody coward. To think that I'd throw meself at the feet of a messenger and beg fer him. Well he's got another thing comin, little pissant has to learn to gnome up and do his own work." though Nachni picks up on some subtleties within the bluster to show that Rosie's resistance is at least partially all show. There was a flicker of warmth and her eyes went to Conch at the mention of the fiddle... but she's a proud lass, so Conch will need to slither up and ask himself most likely for progress on that front.

Meanwhile Conch and Badger work to set up a pair of rings of tarred rope, roughly eight feet round and at a height of four rope coils canted inwards. Fipps and Jape linger near, but don't lift a hand to help. Once the rings are in place Conch pontificates on the games to come "Right, since we ain't got no dogs... looks like we're gonna have to be the ratters ourselves. Simple rules, one ring each, barefoot an no steel - pirate on pirate, choose yer number and first tae crush em wins. Jape an Badger here are keen, who else's got the guts?"

Conch is suggesting a game of human ratting - rats are put into a sack, shaken to disorient, then dumped into the eight foot circle. You've got to stomp your rats quicker than the other bloke - Initiative and attack rolls are the order of the day.
Betting will be direct and by arrangement - so you'll need to find someone to peg money or goods against directly for the outcome. Those competing will poney up against their opposite.
For those without money - things like shifts in the bilges can be wagered if you wish also.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Cedrick looks at the scenario unfolding around him, a bit visibly worried by the massive failings of tasks and judgment of his fellows.

"I'll be in for a wager, I got five gold says I can splat a rat even faster than I can talk eh!"

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