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Lanliss and Alestone, with the aid of Sandara and Aretta, manage to keep the bilges clear and flowing. The work, however, is exhausting and Alestone feels the effects of the labor. (Alestone is fatigued.)

Duo and Herbert have a successful shift, each meeting a couple of officers and not overworking themselves to the point of exhaustion. (You met Peppery Longfarthing, Sailing Master; Riaris Krine, Master Gunner; and Patch Patchsalt, Boatswain's Mate.) Additionally, you learned the general layout of the ship. (There is now a map of the Wormwood and a general description of each key area in the Campaign Info tab.)

Sunny has a successful day in the rigging, completing her tasks and feeling no ill effects from the work.

When the time comes for the Bloody Hour, Scourge is clearly gleeful. His face falls as Sunny steps forward, though. "No. Not you, elf. The man. The one who punched first."

Herbert is dragged forward and secured to the mast. Plugg announces his sentence. "This man started a fight for no other reason than demonstrating his dominance. Such arrogance will not be tolerated. Three lashes, Scourge."

Lashes:

1 is automatic miss
1d20 + 6 ⇒ (2) + 6 = 8 for 1d3 ⇒ 2 nonlethal
1d20 + 6 ⇒ (19) + 6 = 25 for 1d3 ⇒ 1 nonlethal
1d20 + 6 ⇒ (12) + 6 = 18 for 1d3 ⇒ 1 nonlethal

4 nonlethal

Only one other receives lashes tonight - Rosie, the halfling violinist. Again, she is accused of insolence, but her punishment is increased to six lashes. She collapses after the fifth, but a male officer you haven't met yet steps forward and holds some strong-smelling salts under her nose and pours a concoction down her throat to revive her for her final lash.

After the punishments have been handed out, Grok, Kroop and Aoro bring the food around - fish soup again. Sandara joins you again, bringing a sullen Rosie with her. As she sits at the table, she throws a small bag on the table, saying "I managed to talk Grok out of a bit of your gear - it's not all of it, but it should make life a little more bearable. Sorry Rosie - I still haven't managed to get your violin."

The bag is small, but inside you find:
Duo's Blank Spellbook
Herbert's Dagger
1 of Alestone's Flasks and His Holy Symbol
Aoro's tattooing tools

After dinner is over the rum is brought around and the evening's activities begin.

You can now make your Rum Action and Nighttime Actions. Also, feel free to RP anytime from Bloody Hour to going to sleep.


Duo - only Aoro is successful without a check. Sorry.


Lanliss:

While scouring the murky waters of the bilge, you find a small, metallic item. Reaching into the waters, you withdraw a handaxe of masterwork quality.

You don't need a stealth check to make a perception check to look around the ship.

You make your way up to the middle deck of the ship and you see a flight of wooden stairs that climbs up to the officers’ quarters. You see in the shadows a man chained to the foremast here. He turns to look at you and begins making a lot of noise, rattling his chains and trying to break free of his bonds. In a fright, you head back down to the bilges.

Aoro:

Kroop chuckles merrily as you speak. He leans in conspiratorily at one point during the meal. "You're a good sort, you are. I 'spose ol' Plugg took your gear did'n he? Let me have a chat with ol' Grok tonight. See if she can't get ya' sorted out."

Your daytime action was "influence" - and you increased Kroop to Helpful. Even with your poor roll. ;)


To your work check (Strength for the bilges).


Alestone and Lanliss: You're working with Sandara and Aretta Bannison - one of the cronies who attacked you this morning. Since Sandara is Helpful, you get +2 to your work check.

Sunny: You're working with Maheem, another one of the cronies from this morning.

Herbert and Duo: You're not working with anyone.


No - just one. But there's no chance of failure.


Let me know if anything is unclear - I may have shortened my repost and cut some important things out.


Duo's energy washes over the group. The sailors you were fighting feel the healing benefits, but make no mention of it or offer any thanks.

The entire group makes its way to the deck. Upon arrival, they're greeted by a sour looking Plugg and a nervous Scourge. Seeing the group arrive en masse, Scourge's face goes dark and angry. "It's about time you lot came up!" Plugg says. " What's the meaning of the delay?"

Without hesitation, Tam speaks up. "The newcomers wanted ta' make a name fer themselves an' picked a fight with a couple of us." Plugg looked at Scourge for a moment before nodding.

"There will be no fighting under my watch. Three lashes for whichever of you started it. So - who was it?" Tam points to Herbert. "Well, well. We have a date at The Bloody Hour. Now, Scourge, assign the tasks for the day."

Daily Tasks:

Duo - 1d6 ⇒ 5
Herbert - 1d6 ⇒ 5
Lanliss - 1d6 ⇒ 1
Alestone - 1d6 ⇒ 1

Sunny - 1d6 ⇒ 4

Aoro - 1d6 ⇒ 2

1d100 ⇒ 51 Higher Is Better

Scourge addresses your group. "You - mute and the fighter (Duo and Herbert) - you're going to be runners today. You'd better not drop a single letter or miss a single order, you hear me? And you," he says, turning to Alestone and Lanliss, "I think you need another go at the bilges, dwarf. This time, though, you get to bring a friend. Lanslip - you go see if you can help him do a better job today."

"Now you, elf, I want you to do some rope work today. Make sure you get those ropes stowed away properly. And you, cook boy, you head down and see what Kroop needs from ya."

With that, Scourge sends you off for your duties. You can see the dice rolls and checks needed for your daily tasks under the Campaign Info tab.

Aoro:

You head down to the galley to find a relatively sober Kroop. "Oho! Two days in a row. Ya' must like the cooking post!" Kroop says. "We've got some work ta' do, so let's get to it."

Since Kroop is sober, you don't have to make any task checks today.

In addition to your daily tasks, you have time to partake in additional activities.

Daytime Actions:

Work Dilligently: Gain a +4 bonus on any one check for the job's daily task.

Influence: Attempt to Influence a Single NPC during your job using Diplomacy, Bluff or Intimidate.

Sneak: Make normal checks for a job's daily task, then attempt to briefly explore one area of the ship (make a single Perception Check in the area with no chance of detection.)

Shop: Take a -2 Penalty on all checks for a job's daily task and visit the quartermaster's store

Shirk: Take a -2 on all checks for a job's daily task and take some time to explore the ship. You can take 10 on a single Perception Check or other skill check, but must make a check to avoid being discovered slacking.

Please post your checks and add some flavor to describe your day of working. Each of you are also working with another member of the crew - I'll get that posted in a second if you want to wait to determine your daytime actions.


Doh. Paizo ate my post. I'll update in a bit.


The acid from Aoro's fingers strikes one of the sailors and he screams in pain as the acid sizzles on his skin.

Botting for Herbert...

Herbert rears back and strikes at the sailor he already punched, hoping to take him out of the fight.

1d20 + 3 ⇒ (3) + 3 = 6 for 1d3 ⇒ 3

The attack sails wide. Seeing Herbert still has some fight in him, the four move in to attack him again.

1d20 + 3 ⇒ (14) + 3 = 17 for 1d3 + 1 ⇒ (3) + 1 = 4
1d20 + 3 ⇒ (8) + 3 = 11 for 1d3 + 1 ⇒ (1) + 1 = 2
1d20 + 3 ⇒ (2) + 3 = 5 for 1d3 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (4) + 3 = 7 for 1d3 + 1 ⇒ (1) + 1 = 2

Again, the first blow catches him in the temple and he nearly staggers before regaining his balance. The other three attacks don't land, fortunately.

Seeing that Lanliss is down, the two sailors facing him turn their attention to the group - they flex their muscles when Duo approaches, but don't attack. Duo's healing washes over Lanliss (you're no longer staggered), who immediately attempts to trip up one of his foes. He is unsuccessful, and seeing that their prey is moving again, the two kick at him.

1d20 + 3 ⇒ (19) + 3 = 22 for 1d3 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (4) + 3 = 7 for 1d3 + 1 ⇒ (2) + 1 = 3

One of the attacks land and Lanliss feels as if he'll be staggered again, but barely maintains his composure.

The two are paying such close attention to the fallen elf, they don't see the peg-legged-dwarf approaching.

Fort Save: 1d20 + 3 ⇒ (7) + 3 = 10

The target of Alestone's attack coughs in pain and looks in shock at the ferocity of the dwarf's attack.

Seeing the effect of the blow on their comrade and seeing the effect of the acid on their skin, Tam calls them off. "This t'aint over," he says, spitting on Lanliss before backing off.

Unless you want to continue the battle, you're out of initiative.


Aoro, I missed your readied action - your recent Acid Splash roll can be your Round 1 action if you'd like to take a round 2 action.


Aoro's words fall on deaf ears. Tam, the bulbous-nosed dwarf, spits on the ground and says, "Keep ye'r words to yerself ya' lubber."

The sailor Herbert targeted was surprised by the attack - he was looking to Tam, the leader of this little ragtag group when Herbert reared back and turned just time to meet Herbert's fist with his face. He stumbled backward and cursed loudly.

Immediately, four of the sailors jumped to action - one of them a mean-looking half orc. They all lash out Herbert.

1d20 + 3 ⇒ (19) + 3 = 22 for 1d3 + 1 ⇒ (3) + 1 = 4
1d20 + 3 ⇒ (5) + 3 = 8 for 1d3 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (2) + 3 = 5 for 1d3 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (1) + 3 = 4 for 1d3 + 1 ⇒ (3) + 1 = 4

Herbert is unable to stagger out of the way of the first blow, but manages to evade the other three. You take 4 points of nonlethal damage.

The two remaining sailors step forward and glower at the group - daring someone to step forward.

A dare which Lanliss takes. He manages to land a blow on one, but opens himself to two attacks.

1d20 + 3 ⇒ (14) + 3 = 17 for 1d3 + 1 ⇒ (3) + 1 = 4
1d20 + 3 ⇒ (12) + 3 = 15 for 1d3 + 1 ⇒ (3) + 1 = 4

Both attacks land, dropping Lanliss to his knees. You've taken 8 points of nonlethal damage and you're now staggered.

Sunny, inspired by Alestone's words (or Duo's Blessing), steps forward and playfully pushes one of the men who laid into Lanliss. Unfortunately, her push doesn't even cause the sailor to budge.

Round 2
Initiative Order:
1. Herbert, Aoro
2. Sailors
3. Sunny, Lanliss, Duo, Alestone


You guys are a boring lot of pirates! Going to bed so early! You'll never conquer the Shackles with that attitude. ;)

Gameplay thread is up. Campaign Info is updated. Press on!


Day 2
You all awake, feeling refreshed and relatively energized. You see the sun peeking in through the windows. And hear the crew around you waking and stowing their hammocks. You follow their example and soon you're ready to head above deck with the rest.

Moments later, you hear the bell tone, and the sailors wearily make their way to the main deck. Or so you think.

Four sailors approach your group. Others loiter around the room, obviously aware that something of interest is about to happen.

"In a hurry?" one of them asks, laughing and pushing Sunny back towards the group. "Why don't you stick around and play a bit?"

They block your way, and it's clear they want a fight.

Initiative Rolls:

Sunny - 1d20 + 3 ⇒ (15) + 3 = 18
Duo - 1d20 + 1 ⇒ (11) + 1 = 12
Alestone - 1d20 + 2 ⇒ (8) + 2 = 10
Herbert - 1d20 + 3 ⇒ (19) + 3 = 22
Aoro - 1d20 + 2 ⇒ (19) + 2 = 21
Lanliss - 1d20 + 2 ⇒ (12) + 2 = 14

Sailors - 1d20 + 2 ⇒ (18) + 2 = 20

You don't have to swing away - unless you want, of course - but you must act in initiative order. That is, as we discussed, group of PCs, group of baddies, group of PCs. You may post in any order within your group - first to post, first to act.

Round 1 (No surprise round)
Initiative Order:
Herbert, Aoro

Sailors

Sunny, Lanliss, Duo, Alestone

No map for this one - just do your best. Sorry.


Unfortunately, when you find Grok, she is drunk out of her mind. She is with Kroop down int he galley and they are laughing wildly at some unheard joke. She smiles stupidly as you speak to her. "You talk pretty boy," she says. "But leave me alone. Me and Kroop here need to finish off this ale before we sleep. Come see me tomorrow in the store, though. We'll get you sorted out."

You've managed to shift Grok to friendly!

Heading down to the sleeping area, you find hammocks are strung from the 16 pillars that support the ship; each crew member has a locker along the wall for their possessions, and there are additional lockers stacked against a wall that aren't being used - presumably for your use once you have gear to stow.


Herbert, it's a DC10 check, so you're good to go.


Aoro:

She seems completely authentic and helpful.

You are still exhausted, but you are healed of any nonlethal damage.

Sandara seems pleased to meet all of you. As Lanliss mentions his and Duo's missing gear she nods and says, "I'll keep an eye out. Ol' Grok can be moody, but she can be convinced to hand over the goods. I got my precious symbol of Besmera back, as I told her it would curse her if she kept it. Worked like a charm."

But when Lanliss starts talking of offing Plugg she quiets him down. "You'd best keep thoughts like that to yourself or you'll be worse off than Magpie."

After dinner is over, a barrel is brought around. Sandara eyes it warily. "Plugg serves up this rot to keep the crew docile. And weak. This stuff will rot your gut. Be careful. I'm off to gamble. Talk to you lot later."

The rum aboard The Wormwood is potent. You have three options for how to deal with it.

Rum Rations:

Dispose: DC 10 Stealth Check. No bonus/penalty.

Sip/Make Grog: A pirate often waters the rum down with water, ale, or whatever other liquid might be handy/less potent. A pirate who nurses his rum, or dilutes it to make Grog makes a DC 10 Fortitude Save, or is fatigued (Note: Alestone is immune to the fatigue effect and need not make the save). 8 hours rest removes this fatigue. (Essentially failure means the PC needs to rest for a full night). This is a poison effect.

Drink Deeply: A true pirate drinks his rum and likes it! He makes a Fortitude save at DC 15 or takes 1d3-1 Con Damage. He also gains a 1d4 alchemical bonus to Charisma for 8 hours (pass or failure). The next morning the PC must make a DC 10 will save or be fatigued until the PC can get 8 hours rest (Note: Alestone is immune to the fatigue effect and need not make the save). This is a poison effect.

After dinner each night, you have have a choice of what to do.

Nighttime Actions:

• Sleep - Go to bed early and sleep through the night (automatically recover Fatigue or Exhaustion)
• Gamble - Play or gamble on a pirate game of chance or entertainment (see spoiler)
• Entertain - Make 1 Perform check to entertain the crew (see spoiler)
• Influence* - Attempt to influence a single NPC.
• Sneak* - Take time exploring one area of the ship. PC may Take 20 on Perception or any other skill check but the PC must make a check to avoid being discovered.
• Steal* - Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

You can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.

Entertain Mechanics:

Make a Perform check to entertain the crew. This is generally sea shanties, songs, or something similar. If you hit DC 20, you gain a +2 bonus to all Cha-based checks made to interact with any listener in the crew (including as part of the Influence action) for the next 24-hours.

If your Perform check result is a 9 or lower, however, the next time you attempt to Entertain the crew, you must first make either a Bluff or Intimidate check DC 15 to get them to stop ignoring you, at which point you can then make a Perform check.

Gamble Mechanics:

You may play and/or gamble on the following entertainments. Minimum bet is 1gp (or an item of equivalent value).
• Arm Wrestling - Not the typical contest, rather this is usually done on a barrel with broken glass, caltrops or some other dangerous hazard. It's an opposed Str check with the higher result winning and the loser taking 1d2+the opponent's Str modifier in damage.
• Hog Lob - A game where contestants attempt to hurl a lead ingot covered in a greased up piglet skin the farthest. A bet is agreed on before starting. Contestants roll a d20 and add their CMB to this. The ingot counts as an Improvised weapon and suffers the appropriate -4 penalty to the roll. If you have the Throw Anything feat it negates this. Your final numerical result is the number of feet you threw it, with the winner being the one who threw it the farthest.
• Heave - A potentially deadly game where you try to drink your opponents under the table. Bets are made beforehand. Each person swigs a half pint of rum. You then make a DC 15 Fort save or take increased damage from your rum rations. Each next swig increases the DC by +3. The game lasts until only 1 pirate is standing.


Sorry. I misspoke. Aoro slaughtered a pig for the celebration. The rest of the crew just got fish soup.


Let's kick it down to 20.

Also, the gameplay thread is up, if anyone wants to RP a bit. No dice rolls necessary now.


Everyone be sure to copy and paste their posts before they click "Submit" - don't want the board eating anything.


Whoa. Longest post ever. Sorry about that. Not all of them will be that long, I promise!


Lanliss:

Don't forget to include your fatigue penalties.

Despite your fascination with Sunny, you manage to do an exemplary job of untying knots. Unfortunately, you are less successful with your discretion, as you notice several sailors laughing at your obvious attempts to gawk at the rigger.

Seeing a break in the toil, you decide to head down below deck to poke around. Unfortunately, you trip on the stairs heading down and barrel head first into none other than Scourge. "Well, well! What have we here? Our work too hard for ya, elf? Ya' need to sneak away for a bit of rest? Not on The Wormwood. Get back to it maggot. But don't ya' worry about paying for this mistake now - you've got more work to do. You can pay up during Bloody Hour." he says, an evil grin spread across his face. He forcibly shoves you back on deck and keeps a steady eye on you for the rest of the day.

In your effort to keep on Scourge's good side, you work to the point of exhaustion. Almost collapsing on the deck at the end of your shift.

You are now exhausted. -6 to all Strength and Dex checks until rested.

Alestone:

Don't forget to include your fatigue penalties.

The muck and mire of the bilge comes up to your chest in some areas. Taking that into account along with the night's revelry and this morning's exercises makes it extraordinarily difficult to complete your task. You completely fail to unclog the bilge pipes, causing more water to come into the chamber.

While you're down there, you do spot a man manacled to the wall. He looks dejected and completely ignores you. When you ask Tilly about him, she simply shakes her head and mutters something about a "thief."

Tilly, who is also working the bilge with you isn't much help either and the two of you, at the end of the day, are filthy, exhausted and have earned the wrath of Scourge. "What did you two do all day?" he says furiously when coming down to inspect. "It looks worse than when you began! Perhaps a few lashes will teach you not to take your tasks so lightly in the future. Come on you, two. Or, three rather. Your time has come, Magpie. Let's go." He heads over and unchains the man who doesn't even bother to put up a fight. Scourge then leads you out of the bilges and up to the deck.

You are now exhausted. -6 to all Strength and Dex checks until rested.

Sunny:

Unfortunately, you can't take 10 on these checks - yet.

Climb Check: 1d20 + 5 ⇒ (11) + 5 = 16

You manage to climb all over the ship without a problem, but the rigging proves to be a difficult challenge. You just barely manage to make the repairs before the end of the shift.

You all hear a loud ringing come from the main deck of the ship. It is coming from a macabre brass-and-copper clock, which depicts worms writhing through whale corpses. The clock makes a heavy reverberating tick each second, and chimes with haunting bells at dawn and dusk.

Everyone gathers around on the main deck. There is a nervous, anxious energy that spreads over the crew. Finally, Scourge emerges from below deck leading three individuals - Alestone, a woman, and a man. All three of them are filthy beyond belief, but the man's face is drawn and empty - he looks like a shell of his former self.

"It is the BLOODY HOUR!" Scourge screams loudly, his face beaming with delight. "For those of you new to us, we use this time to motivate the crew to do their jobs to the highest possible level. Some of you newcomers need a little motivation. Elf - Lanslip, was it? - step forward. You can join your new companion the dwarf here in our little celebration."

Lanliss' shirt is stripped off his back and he is tied to the mainmast. Plugg steps forward and says, "This elf thought he could shirk his duties and head below deck for a little nap. That's unacceptable. Three lashes." Scourge smiles wickedly and takes his place.

After he finishes with Lanliss, Alestone is led to the mast. "This dwarf couldn't even handle the simple task of draining the bilges. Three lashes," Plugg says dismissively.

After Alestone, Tilly is brought up, followed by Rosie, the halfling violinist. Rosie is being punished for insubordination ("If you would've given me my f&!%in' violin, I wouldn't be f@~&in' insubordinate!"), but remains silent during the punishment.

Lashes:

Lanliss
1 is automatic miss
1d20 + 6 ⇒ (17) + 6 = 23 for 1d3 ⇒ 3 nonlethal
1d20 + 6 ⇒ (15) + 6 = 21 for 1d3 ⇒ 1 nonlethal
1d20 + 6 ⇒ (9) + 6 = 15 for 1d3 ⇒ 3 nonlethal

7 nonlethal

Alestone
1 is automatic miss
1d20 + 6 ⇒ (11) + 6 = 17 for 1d3 ⇒ 1 nonlethal
1d20 + 6 ⇒ (14) + 6 = 20 for 1d3 ⇒ 2 nonlethal
1d20 + 6 ⇒ (1) + 6 = 7 for 1d3 ⇒ 3 nonlethal

6 nonlethal

As soon as the whipping is finished, one of Scourge's toadies - Narwhal, the bulbous-nosed dwarf - brings the man forward. He is bound tightly in a rope. "Mr. Jakes Magpie here, stands accused of theft. He has admitted to his crime and accepts his punishment," Plugg says, failing to conceal the look of glee on his face. "Before the evening meal, we will all witness the fate of anyone who dares steal from his brothers and sisters!" Without warning, Plugg pushes the man overboard.

Perception DC15:

You notice the relish with which Mr. Plugg, in particular, tugs at the rope as the unfortunate Magpie is dragged under the ship.

The man is drug under the boat for more than a minute before being pulled back on deck. All that remains is a bloody mess that has been torn to shreds. He is almost immediately thrown back overboard to be fed to the sharks.

Heal DC15:

Inspecting the body before it is thrown overboard reveals that the unfortunate Jakes took about 24 points of damage from the punishment and drowned as well.

After the Bloody Hour is over, Aoro, Kroop and Grok bring up the evening meal - a fish soup. It appears the special occasion was only for the ship's officers. The meal, though, is not bad.

The six of you all naturally end up sitting next to one another, as it appears no one else wants to be seen with you. Until, that is, a striking young woman approaches your table. She closes her eyes and mutters a few words. Instantly, Alestone and Lanliss feel a wave of healing energy wash over them.

Channel Positive Energy: 2d6 ⇒ (5, 5) = 10

"Name's Sandara," the woman says, sitting down. "Hope that makes ya' feel a little better. That Scourge's a right piece of work, that one. Tried to make a pass at me last night. Earned the back of my hand for that. And, well, I earned the 'cat' for that." She smiles easily. "Twas worth it, though." She has a fiery red mane of hair that sits beneath an exquisite tricorn hat. She dresses to accentuate her figure, and her whole appearance speaks of the sea, from the seagull feather in her hat to the sailor tattoos on her arms and the clay pipe thrust into the corner of her mouth.

"You can't have too many friends on a ship like this, and you lot look like you could use one."

You've met Sandara - and she is helpful towards you! Feel free to role-play the dinner. My fingers need a break from typing this stupidly long post! Post-dinner activities coming shortly.

Also, the Campaign Info thread will be updated to reflect the new NPC, as well as your current conditions.


Good to see everyone. No worries on the lack of Hero Lab. I can get everyone setup.

I was kind of shocked by the point buy. Do you know what his plans were for that high of a buy? Can we reduce that to at least 25 or, preferably, 20?


Yup. :)

But don't worry, I am gracious. If you RP well, some of the games mechanics can be overridden. Namely, unfortunate dice rolls.

EDIT: Rest easy knowing that your modifier won't allow you to fail badly enough to affect attitude too severely.


I've created a new campaign for the game.

You can find it here.

Check in there, and feel free to reboot your character interactions in the gameplay thread.


It is the night before the first day of Autumn. It is late in the evening at The Rusty Dragon - many who were gathered have left and returned home. There are other patrons in the bar, but the energy has died down dramatically. There are six of you who feel especially drawn to one another - whether through previous connections or that night's festivities.

The bartender poured you three pitchers of wine before heading off to bed. And now you sit, the Six, discussing your plans for the festival and the future.


Hey everyone. This is the new discussion thread for the reboot of our game. I'll be reading through all of the connections from the previous thread to do my best to keep everything you guys developed.

I've read through the game thread so far and my take on the AP is a little more traditional than Rysil's. I hope that's ok.

Check in here and let me know when your character sheets are good to go.

Also, as noted in the previous thread, please email me your .por files if you use Hero Lab.

Email Address:

ictintrigued at gmail.com

Looking forward to getting started!


I should note, a nat 1 is always a fail, just as a nat 20 is always a success. That might be a houserule, but it only seems right to me. There's always a risk/reward to rolling the dice.


That looks fine to me, Herbert. You're going to want to stash those somewhere until you put them in your footlocker, though. Just to clarify, this is what you found.

Found Stuff:

2 Pipes and 4 Pouches of Tobacco - 4gp
Vials - 2gp
Cap (art) - 20gp
Hooks and nets in need of minor repairs - 10gp
A selection of "holystones" - 3gp
A few random coins that equal - 11gp (let's give you the full value of your trait!)
Total Haul: 50GP


I will be away from teh keyboard for much of the rest of the evening, so here are the daytime recaps of the three who have already posted. Once the other three post, I'll update and we'll move on.

Herbert:

Don't forget your fatigue in your rolls - no big deal today, but keep it in mind for the future.

You, along with your shipmates, manage to catch and drown a large number of the rats that infested the hold. At the end of your shift, you are still tired and you've gotten remarkably dirty, but you're not seriously worse off than when you started.

Aoro:

Note: You can't use profession skills untrained. I just swapped your Cook check for a Survival check since they use the same modifier.

Kroop is clearly pleased by your attitude and your performance. He pats you on the back after you've finished slaughtering the pig. He then takes the time to show you how he prepared the pig for the Chelish nobility he rubbed elbows with in his previous life.

Thanks to your diplomacy and your success, you've managed to shift Kroop's attitude to Friendly! You didn't really learn much about him today, but you've clearly impressed him.

Duo:

You come perilously close to getting sick, but manage to fight off the effects of the seasickness. However, the combination of nausea and fatigue from the morning interfere with your ability to spot anything out of the ordinary, as you must focus all of your attention on the task at hand - which is surprisingly difficult.

You finish the task and though you're still tired from this morning's "tests," you're not significantly worse off.


Got it, Noro. Thanks.


Don't be so quick to judge! ;)


Let me know what you come up with and I'll let you know if I have any concerns or changes.


Throughout the workday, some of you meet a fellow shipmate or two. As today is your first day aboard, you don't have the chance to really get to know them apart from catching their name and getting a sense of how they felt about you.

Alestone met Tilly Brackett, a human female. She couldn't care less either way about you.

Herbert met "Badger" Medlar, a female half-elf. She's an older woman who shaves her gray hair into stripes. She appears to be an unfriendly sort. He also met Jaundiced Jape, a humorless half-orc mute who was hostile the entire work shift. He was one of the pirates who accompanied Scourge to wake you this morning.

Lanliss met Rosie Cusswell, the halfling violinist with the foul mouth from the night before. She was also trying to adjust to her surroundings and didn't seem to care one bit about you. You also met Crimson "Cog" Cogward, a male human who was quite unfriendly during the work day; Giffer Tibbs, a one-eyed female gnome who didn't pay you much attention; and Fipps Chumlett a fat, pushy bully who gave you trouble all day. He was also one of the pirates wielding a sap with Scourge this morning.

Sunny met Tam "Narwhal" Tate, an old male dwarf with a bulbous nose. He, too, was one of the pirates who accompanied Scourge this morning. It was apparent he didn't take kindly to you.

Aoro met Ambrose (obviously), as well as Cut-Throat Grok, a half-orc woman with a huge scar across her neck. Ambrose informs you that she serves as the ship's quartermaster. It is clear that Ambrose and she are close friends.

This information will be kept up-to-date in the Campaign Info tab.


I hope this isn't too much of a bother, but can someone take all of the connections and put them in one place? I'm getting confused on what was approved vs. what was proposed (there may not be any difference).

Also, do any of you use Hero Lab? If so, can you email me your .por file?

Email Address:

ictintrigued at gmail.com


I took some liberties with the rules to keep people alive. And if you think about it, trying to climb a rope netting while hungover is bound to tire you a bit, isn't it?


"Done," Plugg says to Aoro. "You - head down to the galley. Kroop's waitin' fer ya. Now, the rest of you lot, Scourge will put you to work." Plugg turns and leads Aoro down into the galley.

Daily Tasks:

Duo - 1d6 ⇒ 3
Herbert - 1d6 ⇒ 2
Lanliss - 1d6 ⇒ 4
Alestone - 1d6 ⇒ 1

Sunny - 1d6 ⇒ 1

Aoro - 1d6 ⇒ 6

1d100 ⇒ 63 (Higher Is Better)

Scourge turns first to Duo. "You - mute! You get to swab the decks. Grab a mop and get to work - you can handle that, can't you?"

Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a Strength and Constitution check. Failing either check results in Exhaustion.

Then he turns his attention to Herbert. "And you, I want you head below deck and clear out some rats. We seemed to have gotten an infestation while we were in port."

Catching vermin belowdecks, requiring a Stealth, Survival or Dexterity Check to catch and kill enough rats for a day's work.

To Lanliss he says, "You're going to put those pretty little fingers to work tying and untying the knots we've got around the ship and hauling the ropes where they're needed. You can keep your spit to yourself while you do it, too."

You'll be tying and untying knots in the ship's ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (Sailor) or Strength check and a Constitution Fatigue Check or you will be exhausted.

To Sunny he says, "Rigger - you get to repair some of the damage we faced while in port. Head up and get to it."

The ship's rigging frequently is damaged and needs repairs, requiring a Climb check followed by a Profession (Sailor) or Dexterity Check .

Scourge assigns various tasks and duties to others around the deck before yelling loudly "Now get to work ya' bilgy rats!"

Finally, he turns to Alestone with a cruel smile. "And you, our seasoned vet, you get to be the bilge b*%@$. You make sure it's cleared out and nothing backs up."

Vile and sweaty work cleaning out the bilges, requiring a Strength check and a Fatigue check.

Aoro:

You head below deck into the galley. The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril.

You spot who you assume is Kroop. He is wearing a filthy apron covered in various stains and remains. As you get closer, the smell of alcohol is staggering - it is clear this man likes his drink. Plugg looks at him with disgust before saying, "Here's your new assistant. The cap'n wants a special meal tonight - you think you can handle it?" he asks. Kroop nods and Plugg turns to leave.

"You're here to serve me, got it?" he says, his voice deep and rich. Kroop doesn't appear to be drunk at the moment, which is positive. "You do as I say and you'll do just fine. We keep this ship running with our cooking - any foul up is sure to foul us up, if you take my meaning." He looks up the stairs to be sure that Plugg is out of sight before saying quietly, "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. You'd be wise to keep your head down, too. Do your job. You'll be fine."

"Well, let's get to it. Captain Harrigan must want to celebrate our departure and wants one of the ship's animals butchered and cooked for dinner. To welcome you to the crew, I'll give you that honor." He says, handing you a razor-sharp knife.

You must make a Profession (Cook) or Survival Check to slaughter the animal, then help Kroop to clean, cut and prepare the carcass.

Additionally, anyone who is unaccustomed to life on board a ship needs to make a DC 5 Fort save or be Nauseated for the day due to Seasickness. This may impact any checks you make for the day. Include this in your post please. I leave it to your discretion as to whether or not your character would need to worry about this.

Also, when posting your checks and what daily action you'll be taking during work, feel free to elaborate on what you do and how your job work goes. This doesn't need to be just a series of skill checks and that's it. Give it some flavor. Also I've left the DC's off of the skill checks as I want it to be a bit of a mystery at first. I'll include them later as we go forward.

EDIT: You cannot take 10 on any of these checks.


Ok - I sent Zelaria a PM. I think we're good with 6 players and we won't need to recruit someone to replace Esme.

Is there somewhere that I could see a summary or easily digest the player connections? Or do I just need to go back and read through the beginning of this thread?


The climbing goes well only for Herbert and Sunny - everyone else has multiple falls to the deck. Upon falling, Scourge and Plugg laugh heartily, crack their whips and curse at you to get back to it.

I'm going to handwave the fall damage for you, but Alestone, Lanliss, Aoro and Duo are all fatigued (-2 penalty to Str or Dex checks until rested). I'll be updating the Campaign Info tab with relevant status for the party, so check there for up-to-date information.

It's a close race, but Sunny does manage to edge out Herbert's climb to the top. As you all make your way back down, Plugg says, "You, elf, you've earned a spot as our new rigger." Turning to the others, he asks, "Next, any of you know how to cook? Ambrose needs some assistance down in the galley."


Hey everyone - Rohan has recruited me to run your RotRL game.

Can everyone post here to let me know who's around and to see the aliases of each of you, please?

I'm going to start a new thread for the new game, as I was a little unclear where the previous GM was heading. Is that still ok with everyone?

A couple of character-related questions:
1. Do you want to keep your ties to one another and the NPCs?
2. Do we have every role filled still? Do we need to do a little extra recruitment?
3. What are your expectations for this AP? Heavy character development? Combat-focused? Open? Just want to make sure your hopes and dreams align with my posts.

Looking forward to getting started!


The pirate groans angrily as Lanliss steps on his toes, but doesn't strike back.

As you make your way to the maindeck, it’s quickly apparent that you are on a sizable ship in the middle of the ocean, far from any land. Port Peril and the mainland of the Shackles are just an ochre haze many miles astern. Figures cluster around the ship’s mainmast, looking up at the higher deck on the stern, where two figures stand. One of them is a broad, muscular Garundi man with a shaven head, a long beard bound with gold rings, and an eye patch - it is clear from the way he carries himself that this man is the captain. The other is a younger, balding man with a long black ponytail, wearing a long coat and carrying a well-used cat-o’-nine-tails.

You also notice that you are not the only new recruits - four others are standing with you on the deck, set apart by their relative cleanliness and apparent unease with their newfound situation. A dozen or so other pirates, clearly existing members of the crew, stand about on the deck or in the ship’s rigging.

Once everyone is on deck, the captain addresses the crew, his voice booming over the deck. “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."

He stares out over the recruits, taking in each one individually. “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.”

At the end of his speech, the captain walks away, leaving behind the man with the cat-o’-nine-tails - this, apparently, is Mr. Plugg. He looks down at the impressed captives and smiles unpleasantly.

"Scourge, it looks like you rounded us up a filthy lot of land lubbers who've never seen a day at sea in their lives," Plugg says. "Except maybe that grizzled old peg-leg there."

He walks down the steps to the main deck. He takes in the six of you in particular. "We need a new rigger. One of you lot is going to earn that...honor. We'll decide who it will be with a little sport. Whoever makes it to the crow's nest first will be rewarded with the position. Now - climb!" He says, snapping his cat-o-nine-tails loudly.

You all need to make a series of DC10 Climb checks to see who reaches the top first. The crow's nest is roughly 60' above the main deck. You climb at quarter speed - or half speed with a DC15 accelerated climbing check - it will take most of you 8 successful checks to reach the top. Alestone, it will take you 12. Please post 15-20 climb checks in a spoiler tab and RP your climb to the top. I'll figure the success or failures for you.


Lanliss:

You don't remember what he wrote, but you do remember noting that it appeared Duo couldn't communicate normally - he is apparently mute or deaf.

The spit lands near the man's foot. He looks down and sneers before snapping the whip at you.

1d20 + 6 ⇒ (5) + 6 = 11

The whip just barely misses Lanliss' face.

"You don't need a book to swab the deck, ya' filthy lubber. You worry about keepin' yerself healthy - we can take of ourselves," the man says.

So is everybody making their way up to the main deck?


Lanliss:

You discern the aftertaste of oily nutmeg on your tongue. You recognize this as a clear sign of oil of taggit poisoning. You remember indulging in the spicy food and rum late last night, and
realize that the oil was likely added to your food or drink; the spices hid the taste of the taggit oil.

Which notice are you referring to?


I could be compelled to do such a thing. I would want to start over, havin read the initial gameplay. Are you sure that wouldn't be a problem?

Also, I don't yet have the anniversary version of the game, so this might be run old school.

Shoot me a PM if you'd be interested


The whip cracks again. "Water? You think we would waste our water on you maggots!? You have ta' earn yer keep ta' get the water." the man says, sneering.


Ah - good find, Aoro. Didn't realize there were actually rules for lip reading. Thanks.

So, Duo, yes, please do take a rank in linguistics to read lips in common.


"Don't you lay your head back down, ya bilgy Dwarf!" the man says, cracking his whip loudly. "UP!"

"You want to know where you are? Ye'r aboard the Wormwood. This be Cap'n Harrigan's - the fiercest pirate in the Shackles - vessel and ye'r under his command now. And he don't take kindly to layabouts. So get up there!"

Duo:

You don't spot any of your belongings.

Aoro:

The man appears hopeful that you will fight back - he wants to use his whip and pirates to teach you a lesson.


Duo: your "common" language can be lip reading. No need to take an extra skill. You must be facing and paying undivided attention to someone to understand them, obviously. Also, you can speak, but most of the crew won't understand what you're saying. You'll need to invest time into your friends who will gradually come to understand you clearly.


Couple of lingering Character issues:

Sunny:

Still looks like you've spent 2 too many ability points.

You've spent one too many skill points.

What spell are you tying to Magical Lineage?

Herbert:

Sent you a PM with the character sheet from Hero Lab - showing some slightly higher numbers. Let me know if you see anything that looks wrong in what I sent.

Aoro:

How much does a wooden statuette weigh? I did a tribal fetish, but I'm not sure if that's equivalent.

We can resolve those issues later - the first game thread is up!

Let the Adventure Begin!


Images of the night's revelry flash in your mind; good loud music, flirty wenches of questionable morals, and numerous glasses of rum, ale and wine. The last thing you remember was plates full of sausages and meats being brought out to loud cheers and greedy handfuls.

It was truly a night worthy of the Pirate capital of the Shackles.

Those happy remembrances are immediately replaced by a pounding headache. You must still be drunk, as you feel the floor beneath swaying at regular intervals. Licking your lips, the taste of the wine is replaced by an ashy, unpleasant flavor.

Opening your eyes, you discover that you are in a ship's interior. You see others around you slowly coming to, faces you recognize from the Formidably Maid the night before - all of whom are worse for the wear, much like yourself. Looking around, you quickly realize that you've been stripped of all your belongings, with nothing more than the clothes on your back. No weapons. No magical components.

Nothing.

Lifting your head, you see a tall, skinny man in a long coat and breeches and boots. He wears a dark beard braided down his chest and his mouth gleams with gold teeth as he snarls cruelly at the lot of you. Six other burly men stand around him, all armed with saps.

His voice rings out in a shout as the whip in his other hand cracks out above your heads. "Still abed with the sun over the yardarm?! On your feet, you 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!"

You are on a boat. Against your will. And this man, standing above you, is apparently your new boss.

Your pirate career is off to a dramatically different start than you anticipated.

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