Rynjin |
All aboard me seasoned sailors and landlubbers alike, gather round for the tale of 4 unlikely companions, swept up in events most unpleasant.
You wake up in unfamiliar surroundings.
The last thing you remember before waking up here is going to have a drink at the Formidably Maid in Port Peril, where all of you were, for one reason or another, enjoying a drink.
Flashes of joy, raucous laughter, and heady perfume waft through each of your memories, before being blown away by the sensations of the now. A pounding headache, tongue like cotton and the taste of cheap wine. The hard floor presses against your cheek as the ground slowly rocks back and forth, the familiar scent of salty air permeating the room.
Almost as soon as you register these facts, the sound of several pairs of tromping boots sounds, and the harsh light of a lantern pierces your sensitive eyes through the darkness.
A man stands there, a strange expression on his face. At first it appears to be a grimace of pain, but upon closer inspection it becomes clear that it is a pitiful attempt at a smile from one unused to such benign expressions.
He cracks his whip suddenly, and begins to yell harshly at the group of hungover people.
“Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!”
In the short time that you've been given, it has become apparent that you are without any gear you may have had, save for perhaps some small, innocuous items you hide on your person for just such an emergency.
You remember seeing Scourge's face at the bar last night, and piece together that your food must have been drugged with some kind of knockout poison, and you didn't notice it, likely because of the spiced food or wine you ate last night that it may have easily been slipped into unnoticed.
[.dice][./dice] without the dot. In between, put the type of die and the modifier to be rolled. For example, to roll a skill check with a bonus of +5, you'd roll a d20+5, written [.dice]1d20+5[./dice], which will come out like such:
1d20 + 5 ⇒ (11) + 5 = 16
You can roll multiple dice this way if you have something that requires you roll multiple dice for a single (Our Barbarian friend has a Falchion, a 2d4 weapon dice weapon, for example). In that case, you simply roll [dice]2d4[./dice], or replace that with 2d8, 5d6, 10d12 or whatever you need to roll.
Do NOT do this for multiple attack rolls, skill checks, or etc. in sucession. It gets messy taht way. Roll them all as a separate roll.
Ex:
[dice]1d20+5[./dice]
[dice]1d20+5[./dice]
[dice]1d20+5[./dice]
Slickjaw |
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Craft: 1d20 + 8 ⇒ (12) + 8 = 20
Int: 1d20 + 3 ⇒ (17) + 3 = 20
Slickjaw checks about to see if anyone may have a snatch-able knife, and if he is still wearing his pickpocket's outfit - while taking stock of what they didn't take.
I hope they didn't stripsearch me.
Cyrdic Forthill |
Cyrdic awoke with a splitting headache. This was slightly surprising, seeing as he'd only had a single drink the night before. Jeez, I know I'm a bit of a lightweight, but this is absurd...
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
What the hell was I up to last night, why does my mouth taste so funny?
Knowledge Nature: 1d20 + 2 ⇒ (6) + 2 = 8
Intelligence: 1d20 + 2 ⇒ (2) + 2 = 4
As he tried unsuccessfully to put together the events of last night, a fact became blatantly obvious-his coat was gone. The one thing he had to remember his family by, and it was gone. Cyrdic was starting to get a bit scared-whatever had happened last night, it wasn't good-not if it had resulted in his only material possession being lost.
While Cyrdic was pondering just what to do, he nearly missed what the man with the whip had to say-until he mentioned Captain Harrigan. At the sound of the name, Cyrdic's blood ran cold and memories of that horrible, horrible day rushed unbidden to the forefront of his mind. The stench of his father's blood on the deck of their ship. The scream of his mother as she was dragged away to a fate that he couldn't possibly imagine. The sight of his twin brother being brutally executed not 10 feet from where Cyrdic lay hidden. And behind it all, the nightmarish figure of a pirate captain named Harrigan.
Panic rose in Cyrdic, as he began to realize just how much trouble he was in. Possibilities ran through his mind, most of them ending with his death, seeing as he was unarmed. Except... he wasn't, he thought to himself. If I time this right, maybe there'll be a chance where I can take this son of a b+%~~ down with me. I just need to hope that I'm quick on the draw. . Sitting back, he began to wait, steeling his nerves for the encounter with the figure that had haunted his nightmares for the past decade.
Rynjin |
Is it Cyrdic or Cyndric? Make the alias match the one you're gonna use or vice versa before you confuse me lol. Also, what Campaign Trait did you pick?
After a moment's pause to see if any would resist, Scourge looks satisfied.
"Well, get a move on then!" he yells, and quickly gets the group moving.
Upon reaching the deck it becomes readily apparent that escape is no longer an option. The nearest landmass and your departure point, Port Peril, are just a dimly viewed haze about to disappear completely over the horizon.
Disappointed, though not surprised by this knowledge, everyone turns their attention to the cluster of people on the deck, which they join, gathered around two people standing by the mast. It seems you four are not the only new "recruits". A group of about a dozen other, more seasoned, pirates stand scattered around the deck of the ship.
One, a large Garundi man with a shaved head, long beard bound with golden rings, and an eye patch, is obviously the captain.
The other is a younger, but balding man with a long ponytail and a cat o' nine tails...and the air of someone who uses it frequently and with great pleasure.
Once you're on deck and within easy earshot, the captain begins to speak.
“Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that you’ll ever need to address me. I have only one rule—don’t speak to me. I like talk, but I don’t like your talk. Follow that rule and we’ll all get along fine.
Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone. Mr. Plugg! If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em.”
"I fully expect you to work hard, and work well on this ship. Anyone who doesn't think they're up to it is welcome to leave us at any time." he says with a cruel smile as he gestures over the railing of the ship.
"Though never let it be said I'm not a fair man. I'll tell you what. If you can beat me in a fight I'll let you go. Feel free to use any tricks you like, I'm not choosy. Feel free to come at me all at once if that tickles your fancy." he smiles disarmingly and pulls a pair of cutlasses from the belts of two nearby pirates, tossing them onto the deck between him and the pressganged crew, most of whom back away as if the swords are going to rear up and bite them at any moment.
He stares at the group and waits patiently for a while.
Cyrdic Forthill |
Sorry, it's Cyrdic. That's the problem with using mythological twins'names for a character-sometimes you accidentally use the wrong guys's name. And I took Bresmara's Blessing for my trait.
Cyrdic blinked. Well, I hadn't expected to get such a straight line... this should be interesting. Stepping a bit forward, he began shaping his blade out of thin air, addressing the captain as he did so. "How's it going, Barney? My name is Cyrdic Forthill. That's Captain Cyrdic to you, not that you'll ever need to address me. Seeing as I'm going to beat the ever-loving s&~$ out of you now."
Smiling a bit, he showed the captain his now fully formed blade, which had taken the form of an enormous greatsword. "Keep the cutlasses. Don't need them anyways." Stalking towards Harrigan, he could feel his anger slowly building. Finally, with an almost animalistic scream of rage, he swung at the captain as hard as he could.
I'm power attacking, with my Outrage ability (+2 STR,-2 INT/WIS for 2 rounds) active. So my to-hit doesn't change, but my damage increases by 2. Nifty, eh?
To-hit: 1d20 + 6 ⇒ (18) + 6 = 24
Damage (if applicable): 2d6 + 8 ⇒ (5, 2) + 8 = 15
Rynjin |
"That's the spirit!" Harrigan says as he neatly sidesteps the mighty blow from Cyrdic.
He whips a shortsword from his belt and swings it at Cyrdic with blinding speed, repeatedly, each time showing Cyrdic how close his death lies before turning the blade on its side and slapping him a ringing blow to the head.
1d20 + 19 ⇒ (2) + 19 = 21
1d20 + 14 ⇒ (11) + 14 = 25
1d20 + 10 ⇒ (2) + 10 = 12
1d6 + 8 ⇒ (1) + 8 = 9
1d6 + 8 ⇒ (5) + 8 = 13
Cyndric crumbles to the deck, his conjured blade disappearing as he hits the ground, unconscious.
Harrigan kicks a waiting bucket of water over to the crew smoothly as he turns to walk away.
"Alright Mr. Plugg, get the lazy one up and then put 'em to work." he says as he passes by the younger man, and walks across the deck to his quarters.
Mr. Plugg looks nastily at the recruits as they douse Cyrdic with water and slap him awake, him sitting up sopping wet with a pounding headache. Cyrdic you are shaken for the next 4 rounds. Make sure to take that into account for any skill checks or attack rolls you need to make.
"All right ye lollygaggers, get on your feet and let's get about finding you work. We need a new rigger so here's how it's going to work. Whoever can get up this rigging fastest is the winner. The prize is the honor of being our new rigger for the duration of your stay on the Wormwood."
"SO HOP TO IT!" he bellows as he glares at the recruits.
Everyone make me 6 Climb checks, which will be spread out over 6 rounds.
Cyrdic Forthill |
Well, that freaking hurt , thought Cyrdic to himself as he groggily sat up. Knowing that the only thing between him and another thrashing like that was the relative safety of the rigging, he got to climbing. As he ascended, the throbbing in his head started to abate, and he began to feel a bit more like himself.
Climb 1: 1d20 + 8 ⇒ (3) + 8 = 11
Climb 2: 1d20 + 8 ⇒ (4) + 8 = 12
Climb 3: 1d20 + 8 ⇒ (6) + 8 = 14
Climb 4: 1d20 + 8 ⇒ (5) + 8 = 13
Climb 5: 1d20 + 10 ⇒ (5) + 10 = 15
Climb 6: 1d20 + 10 ⇒ (12) + 10 = 22
Lucretia Ivera |
Well, this captain guy just took down the only guy here with a real weapon... Might as well do what he says until a better chance arises. Lucretia quickly gets to climbing.
Climb 1: 1d20 + 8 ⇒ (20) + 8 = 28
Climb 2: 1d20 + 8 ⇒ (15) + 8 = 23
Climb 3: 1d20 + 8 ⇒ (1) + 8 = 9
Climb 4: 1d20 + 8 ⇒ (18) + 8 = 26
Climb 5: 1d20 + 8 ⇒ (16) + 8 = 24
Climb 6: 1d20 + 8 ⇒ (18) + 8 = 26
Rynjin |
Cyrdic, why is your Climb at +8 then +10? It says +6 on the sheet, so it should be +4 for the first 5 rounds, then +6 for the last one.
Edit: Nevermind, my bad. You don't have your ACP of -2. Still, you should only have +6 on the first 5, and then +8 on the last one.
Slickjaw and Ace, still need yours.
Slickjaw |
Climbs:
1 1d20 ⇒ 11
2 1d20 ⇒ 3
3 1d20 ⇒ 12
4 1d20 ⇒ 16
5 1d20 ⇒ 1
6 1d20 ⇒ 11
I need to get in contact with that man - what did he say his name was? Cyrdic? Cyndric? Ah well. And some mooching wouldn't hurt, as well
Slickjaw attempts to maneuver himself nearer to Cyrdric, while keeping an eye out for a snatch-able knife.
TheGuyKnownAsAce |
1. 1d20 + 1 ⇒ (18) + 1 = 19
2. 1d20 + 1 ⇒ (19) + 1 = 20
3. 1d20 + 1 ⇒ (17) + 1 = 18
4.1d20 + 1 ⇒ (1) + 1 = 2
5. 1d20 + 1 ⇒ (20) + 1 = 21
6. 1d20 + 1 ⇒ (2) + 1 = 3
Now I wonder where did he take my goods, more importantly, my spell pouch, at least I have a light hammer with me, Ah well, Ill ask him later.
Rynjin |
You do not have your hammers. They would've found that. You can keep your pouch though.
Everyone starts scrambling up the rigging as fast as they can. Despite a few mishaps, each falling at least once, Ace finally makes it to the top victorious.
Since you all fell at least once, I went for the most consecutive successes here so we could move on.
"Hey, you, with the black hair. Get over here, you're to be our new rigger." Plugg calls and points to a spot on the deck near him.
"You'll work directly for me. I'm sure we'll get along swimmingly." he grins nastily again.
He turns to the rest of the group.
"All right you clumsy bilgedrinkers, LINE UP!" he bellows.
As they all scramble to get in a line, he walks up and down the deck before taking a place in front of the middle of the line.
"I just have one question for you, which one of you can cook?" he asks.
Rynjin |
Not a matter of succeeding, it's a matter of consecutive successes. Success was a 10. Cyrdic rolled 9, 10, 12 (fail, pass, pass) and Lucretia got 28, 23, 9 (pass, pass, fail), whereas you got 3 consecutive passes. Plugg doesn't care who is the best climber, only who wins the race. In this scenario, you won the race, mostly because I simplified things so you guys didn't need to keep rolling Climb checks until you got 6 consecutive successes. From a pure numbers perspective, Lucretia is the winner, but that's not what this was about, just like the Cook job isn't necessarily about how well you cook...
Depending on how I ran this, any of the three of you could have won. I made up my mind before you guys started rolling on HOW it would be determined, and you were the one who met the criteria I set first.
Plugg looks at Ace with contempt.
"Shut yer trap and get back in line!" he yells, and cracks his whip at the offending new recruit.
Lucretia Ivera |
Lucretia's mind scrambles. If I don't volunteer for something soon, I'll have it picked for me... And it'll probably be an awful job. I suppose there are worse jobs than a cook.
She slowly raises her hand, and jumps a little when a nearby goblin that she didn't notice before shot up his hand and yelled about cooking things.
Rynjin |
Plugg looks at the two in turn.
"Two candidates, eh? Well, I know a foolproof way to see who's the better pick."
He walks up to Slickjaw and pokes him repeatedly all over, especially around his belly.
He grunts in disapproval and walks over to Lucretia and repeats the process.
He grins and nods in satisfaction.
"Yes, there. You've got some meat on your bones, don't you lass? I bet you enjoy your food, eh?"
"It's settled then! You're our new cook's assistant!"
"The rest of you, you're our new swabs. Go see Master Scourge and get to work!"
He pulls Ace and Lucretia aside.
"Alright. You, chubby one with the horns, get down to the galley and find Fishguts, he'll show you the ropes in there."
"You, climby one, hoist the sails, so we can get under way!" he growls.
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 6
Meanwhile, Cyrdic is given the task of hauling rope, tying and untying ropes and moving them from one part of the ship to another.
Slickjaw will be making repairs to the ship, sewing up holes in tattered sails.
So, I need a Profession: Sailor check from each of you. OR a Dex check from Ace, a Strength check from Cyrdic, and a Dex check from Slickjaw. You can use whichever is higher for you. In addition, all three of you need to make a Constitution check.
Lucretia is marched down to the galley by Mr. Plugg and introduced to the cook, a man named Ambrose Kroop, more commonly known simply as "Fishguts". The man is obviously in a state of intoxication and barely looks up as Plugg enters. Given the look of disgust, but not surprise, on Plugg's face when he sees this, this is not an uncommon occurrence.
1d100 ⇒ 41
"Dammit Fishguts!" Plugg roars, and backhands the drunken cook. When this has no apparent effect on the drunken man, Plugg turns to Lucy.
"Fishguts is out of it, so you'll get a chance to prove you're really a cook." Plugg says. "I've got a hankering for turtle soup, and the rest of the crew agrees. Catch us some leatherbacks and get to work."
1d6 ⇒ 4
So, from you, I need two checks. You need to make a Profession: Fisherman or Survival check to catch the turtles, and then a Profession: Cook or Intelligence check to cook them.
After Plugg leaves, Kroop seems to recover slightly, at least long enough to slur out a speech to Lucretia.
“It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em.”
He makes as if to get up afterwards, but after a moment he just waves his hand and collapses back into a drunken stupor.
As the rest of the crew works, another of the swabs works her way closer to Slickjaw and starts talking to him as he repairs the sails.
"Hey, my name's Sandara. Sandara Quinn, priestess of Besmara."
"I went by the quartermaster's earlier while you were still asleep to get my gear back and managed to get some of it back from Grok. He handed me my stuff, along with a pair of books that seem to belong to you and your friends. I can't use them, so I thought you might want them back." She hands Slickjaw his Formulae book and Ace's spellbook.
"Listen, I know we haven't even talked, but I'd like to make friends with you four. On a ship like this, in the situation we're in, it's always good to have friends to watch your back. I've learned over the past few weeks, it's not what you know, but WHO you know on a ship that's important."
"Anyway, I better get back to work. I see Scourge glaring at me again and I don't need any more trouble from that department."
She goes back to swabbing the decks as if she'd never begun talking to you.
Over the rest of the day, you become at least somewhat familiar with the rest of the new recruits.
Rosie Cusswell, a halfling musician, another swabbie.
Conchobar Shortstone, a Gnome rigger who fancies himself a real swashbuckler, and even more of a ladies man, taking every opportunity he can to stop and stare at Rosie or make a pass at her.
And Crimson Cogward, a swabbie, and a violent and unfriendly devotee of Pharasma.
Lucretia Ivera |
Lucretia grimaces as she is brought under to the galley. "Chubby one..." she mutters to herself.
She puts that aside and works on preparing something edible, involving turtles.
Survival Check: 1d20 + 2 ⇒ (2) + 2 = 4
"Uh... s#!~."
I'm assuming if I fail the survival check I don't even go on to cooking it.
Fortitude Save: 1d20 + 5 ⇒ (3) + 5 = 8
Lucretia Ivera |
Gotchya.
Lucretia tries to salvage her situation by scrounging up a different thing to cook. She manages to find some things that might be edible if they are put together.
Intelligence Check: 1d20 + 1 ⇒ (15) + 1 = 16
"This... should not kill them if they eat it. Hopefully." Lucretia hopes they don't do anything rash once they realize she couldn't nab any turtles.
Cyrdic Forthill |
Sorry if my posts for the immediate future are a bit short, I get back from my holiday tomorrow evening and should be able to go a bit more in-depth after that.
Cyrdic's head still ached a bit, but it was nothing he'd never handled before. He started doing his assigned job.
Prof. sailor: 1d20 + 7 ⇒ (1) + 7 = 8
Strength: 1d20 + 4 ⇒ (19) + 4 = 23
Constitution: 1d20 + 2 ⇒ (20) + 2 = 22
Rynjin |
Guys, try rolling higher than a 3 every now and then, jeez. =p
Alex, I'm gonna have to take that Prof. Sailor check as your roll here. That's the one you rolled first and the job called for an either/or, not both or a "roll both pick the highest". So we currently have two failures on the job, though Lucy at least managed to whip up a decent meal. Hopefully Ace and Slickjaw will have better luck.
Cyrdic Forthill |
Crap, sorry-missed the either/or clause. To be fair though, I've always had notoriously bad luck on skill check rolls. Pretty sure that's the reason why I got the water-walking ring in serpent's skull, so I wouldn't drown. Oh, also-regarding the climb check-Maenads get +2 to climb and acrobatics, but only when they're on ships. That's where the extra stuff came in.
After two hours, Cyrdic stared in muted horror at his handiwork. The rope that he hadn't accidentally dropped overboard now just looked like an enormous knotted ball. "Well...s@!$." he muttered to himself. If he was right about how these ships worked, there was very little chance of him eating tonight. Although, judging by the smells and muffled curses coming from the galley, that might not be such a punishment...
Slickjaw |
I'll pretty much never be able to post in the day - but I'll almost always be able to post in the evenings.
Dex Check: 1d20 + 5 ⇒ (19) + 5 = 24 Can I take 10 on things like this?
Also, Slickjaw will use a sneak to explore Peppery Longfarthing's Laboratory.
Craft (Alchemy) (assuming it's an alchemy lab and I can do this, use this if I can): 1d20 + 8 ⇒ (5) + 8 = 13
If not, Perception: 1d20 + 4 ⇒ (6) + 4 = 10
With considerable - and of course, totally typical - manual dexterity, Slickjaw goes to work on the sails.
As is to be expected, I am the master of sewing - perhaps not as much as I am the master of cooking, but hey, maybe I'll get s'more contact with that fine young piece of femininity. He's referring to Sandara, just FYI.
Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5 Can I take 10 on things like this?
Also, Slickjaw speaks with Grok after doing his phenomenal job at sewing (and sneaking) to say "If ye give me the supplies I'll need, I can be much better served makin' potions a healin' - and, ah, less legal things if needs be."
Rynjin |
Congratulations to everyone who made at least a 5 on their Fort save. You are NOT seasick. Except Slickjaw, unfortunately. Rolling a 1 on a save or an attack roll (but not skills, ability checks, etc.) is an automatic failure, even if it would otherwise succeed. Slickjaw is Sickened and takes a -2 to attack rolls, damage rolls, saving throws, ability checks, and skill checks until he makes his Fort save, be that tomorrow, the next day, or etc. Thankfully for him, it doesn't affect the success of anything he does today, assuming he Takes 10 on that Perception check.
Ace: Yes. Since you have no ranks in Profession the only thing that applies is your Wis bonus. If you have 12 Wis you'd have +1, for example. You rolled your Dex check first, however, so that's what I'm taking. As I told Cyrdic, it was an either/or, not a "make both and take the highest roll".
Rynjin |
I still need Con checks from everyone but Cyrdic.
The first day of work on the Wormwood went poorly for everyone but the dextrous little Goblin, who deftly sews up holes in the sail without a hitch...in between bouts of running to the side of the boat to relieve his queasy stomach, to the tune of the raucous laughter of the pirate crew at the landlubber's discomfort.
Around noon he finds time to slip away and explore a bit of the ship. He'd heard about some laboratory on the main deck, but upon reaching the door he found he was unable to open it at all, even taking his time to make sure he picked it right. I assumed you took 20 on the check and it still wasn't enough. Also, you can't speak to Grok too.That's another action.
Ace fumbles the hoisting of the sails, so it takes them almost an hour to get under way. Fortunately, he didn't flub the job TOO badly, and so is merely chewed out for the better part of 15 minutes by Master Scourge and set back to work.
Cyrdic as well flubs his job, dumping rope overboard (thankfully not all the way, the rope was salvaged though it took him a good while and a great deal of hard work to get it back up). One of the other pirates, named Fipps, working the ropes glares daggers at him and picks up an end.
"Ye see this rope? It's supposed to stay ON the boat ye incompetent jackwagon!" he bellows and bashes Cyrdic upside the head with the end of it. 1 non-lethal damage.
"Do it right next time." he says in disgust before going back to his own work.
Lucretia has it worst. Charged with catching turtles, she completely fails to catch a single one, even losing some of the line over the side of the boat. She goes ahead with making dinner and hopes nobody notices.
Before dinner, however, all the pirates gather on deck, the more experienced crew members saying it was time for something called "The Bloody Hour".
They bring up a man from the bilges.
Plugg looks at the man and begins to speak.
"Jakes Magpie, ye've been accused o' stealin' from the quartermaster. The goods were found on yer person. Any words ye want to say before yer punishment is set?"
"No, I. please! Look, I did it, but please don't hurt me!" Jakes cries.
Plugg smiles nastily. "A confession straight from the mouth o' the criminal, eh? That's good." he nods his head at Scourge and they pull a big spool of rope from across the deck and tie it tightly around Magpie.
They carry him to the back of the boat, him struggling all the way, and then toss him overboard onto the reef below. Keeping a firm hold on the rope, Plugg grins, obviously enjoying the punishment as he drags the man behind the ship for almost a minute.
After that time they reel him up, him coming up as little more than a bloody chunk of meat, ripped to shreds by the reef and possibly drowned as well. Soon after, he's thrown overboard again, as a meal for the sharks. That done, the crew moves on as if nothing happened, anticipating the meal.
Lucretia brings out the pot of soup and serves the officers first.
She watches in anticipation as Plugg drinks his soup calmly, finishing it and setting the bowl down on the table.
"That's some good soup, lass." he says.
Before she can heave a sigh of relief, however, he throws the empty, but still messy, bowl into her face, splattering soup all over her face and causing the small clay bowl to shatter as it hits the deck.
"BUT I TOLD YA TO CATCH SOME TURTLES FOR IT, DIDN'T I?" he screams as he grabs her by the arm and drags her out onto the deck and quickly lashes her to the mast with some rope.
He nods to Scourge, who pulls out his whip and starts striking Lucy, once, twice, three times. 3d3 + 6 ⇒ (1, 2, 1) + 6 = 10 10 non-lethal damage
The whip leaves nasty red stripes across her back, and tears her clothes, but seemed to have done no serious or lasting harm.
"Maybe next time ye'll listen to orders, wench!" he screams with a look of pure fury on his face. "Tomorrow yer working the bilges, that'll teach you."
He unties her and shoves her onto her back with his foot before walking away to get another bowl of soup.
After dinner, Grok comes up the stairs with a few buckets of rum, ladling a cup to each pirate.
"Drink up now." she says with a slur and a grin as she staggers across the deck.
'Kay. You can drink your rum, or not, you can partake in some pirate entertainment, and you've also got your Nighttime Actions.
TheGuyKnownAsAce |
Ace takes the cup of rum, but didn't drink it. Then he spends the evening observing the crew, and their actions, then goes to bed early, all without a single word.
Lucretia Ivera |
Constitution Check: 1d20 + 3 ⇒ (7) + 3 = 10
Lucretia takes the rum and drinks. Once she is finished, she goes to sleep, clearly not in the mood to do anything else.
Lucretia Ivera |
Man, that stuff's strong! thinks Lucretia as she drinks down the rum.
Fortitude Save: 1d20 + 5 ⇒ (7) + 5 = 12
Rynjin |
No. A.) It's an open container, and B.) it's too big for the pouch. The pouch is big enough to hold small objects, but only spell components (otherwise things get messy. It has a capacity of 1/8 of a cubic foot.
Rynjin |
Figured it'd be something like that. =/
The crewman looks at Ace and then at the full cup of rum in his hand.
As Ace tries to walk away, the man takes hold of Ace's arm and calls for Scourge.
"Oy, Master Scourge, this one's not drinkin' 'is rum."
"Oh really?" smirks Scourge.
In a flash, Scourge and the crewman have dragged Ace back out onto the deck and lashed him to the mast, as they had done to Lucy earlier.
"Disobeyin' an order, eh? Didn't you hear Grok tell you to drink up?" Scourge says as he pulls out his whip.
He swings the whip at Ace. *CRACK*
"Drink!"
*CRACK*
"Yer!"
*CRACK*
"Rum!"
*CRACK*
"Ye!"
*CRACK*
"Insubordinate!"
*CRACK*
"Cur!"
He screeches as he lays into Ace. 6d3 + 12 ⇒ (1, 2, 3, 2, 2, 2) + 12 = 24 22 nonlethal damage, since that's your max HP. 2 actual damage. Keep track of your nonlethal, it heals at a rate of 1 per hour. The lethal damage will heal at a rate of one per night if you get a full night's rest, or faster if someone uses a healing kit or healing magic on you.
Scourge gestures to the crewmen to untie the now unconscious Ace and carry him to his bunk.
"ANYONE ELSE NOT FEEL LIKE DRINKIN' THEIR RATIONS?" he asks the crew, to a chorus of "NO, MASTER SCOURGE!"
He grins in satisfaction and goes back to his game of dice.
So, Ace will not be getting his Nighttime Action tonight, for obvious reasons. The rest of you may still take yours.
Cyrdic Forthill |
Seeing what happened to Ace, Cyrdic quickly drained the rest of his rum. He was pleasantly surprised-it was fairly good rum, much better than the stuff most taverns on the mainland had. Wouldn't mind having some more... but seeing as I've already been unconscious twice today, I really shouldn't start making a habit of this. Getting up, he started walking back to his bunk, with the intention of getting some non-drug/violence induced sleep.
Just letting you guys know, I'm going to be traveling back to England today-internet isn't really going to be a thing for me until I get home. Hopefully I'll only be gone for like 12 hours, but if I'm gone for a while, that's why.
Rynjin |
'Kay. Need a Fort save. Everyone who drinks the rum needs to make a Fort save, every time they drink the rum.
1d3 ⇒ 3
1d4 ⇒ 3
1d8 ⇒ 6
-3 con, +3 Cha and Fatigued for 6 hours. Your Con damage DOES have an effect, Alex. -1 Fort saves, HP, etc.
Slickjaw |
Slickjaw, after observing the effect the rum had on the other, larger crew members, decides to cast it overboard.
Assuming it's a stealth check, so: 1d20 + 18 ⇒ (13) + 18 = 31
I may be a very tough goblin, but awareness is more important! Plus, if I strike it lucky, I wanna remember.
My nighttime action will be to speak with Grok and say "If ye give me the supplies I'll need, I can be much better served makin' potions a healin' - and, ah, less legal things if needs be."
Rynjin |
Yes. You may pour the rum overboard without being seen with a successful Stealth check. Don't bother rolling next time you decide to do so, you auto-succeed the DC with that bonus. Just tell me when that's your plan.
"This booty belong to Cap'n Harrigan, it's not yours no more." she says.
Now, you know a few things about Grok. 1.) She's incredibly superstitious. That's how Sandara got her gear back (pretty sure I told you this, I meant to), she convinced Grok that there was some kind of curse on the gear and she should return it. You can Bluff to do the same thing. 2.) Her memory is terrible and she's often drunk, and sometimes she forgets to leave the store closed when she leaves it.