Septa is dragged downward, by his wrists, and aftward, by the motion of the ship.
1.Half damage: 1d3 ⇒ 2
4.: 1d3 ⇒ 3
8.: 1d3 ⇒ 2
11. Half Damage: 1d3 ⇒ 1
12.: 1d3 ⇒ 2
He breaks the surface of the water, Jape and Shivikah continue pulling, leading to Septa being hauled up into the air, over the gunwhales and standing on deck.
"Stop haulin'" shouts Longfarthing to Jape and Shivikah, who immediately stand motionless. Septa still bound and attached to the rope run through the blocks is free to stand on his feet and walk about.
"Hurrah!!" half of the crew cheer.
Mister Plugg glares at Septa. Longfarthing is obviously disappointed. The Captains cabin girl, a teenager, sticks her tongue out at Septa.
But the Captain, he has the visage of someone in a murderous rage.
"Strip him! Leave him nothing but a loin cloth! No holy symbols! No hidden daggers! No pouches of spell components! Nothing!!!!"
The Captain takes a long breath, composes himself "Think you escaped? Think that pox-ridden hore Besmara is looking after you? Well see. It'll be back in the box for you for 48 hours, with the lash each hour! And in two days we will keelhaul you again! And we'll keep keelhauling you each day until it takes! With no opportunity for piracy, you are the only bit of fun...."
"Sail ho!!!" comes the cry from the crows nest.
Instantly the Captain has forgotten Septa.
"What do you see?"
"One point boward of starboard. On the horizon. Two masted. Full rigged. Flying Rhahadoum colors." comes the answer from the crows nest.
The Captain turns to Mister Plugg "Run up the Jolly. Prepare for action." Then to Longfarthing "Get the prisoner below and into chains."
The crew is a beehive of activity, as Jape and Shivikah lead Septa below, with Longfarthing trailing behind giving orders. Septa is lead to the bilge and secured in one of the sets of manacles at the bow, and then left alone.
As Septa holds up his hands to be bound, the door to Officer's country creaks and out steps the Sailing Master, Mister Longfarthing,...
...followed by Jape and Shavikah!
Both Jape and Shavikah move with mechanical but quick steps, keeping a constant distance from Mister Longfarthing, blank expressions on their faces, eyes devoid of pupils or white, now a uniform sickly, yellow custard color.
Holding two small bags up in his left hand, he turns his head to the pair following him and commands "Bind Septa's hands and prepare him for keelhaulin'!" Mister Longfarthing proceeds up the stairs to the poop deck, to stand along side the Captain.
Jape and Shavikah immediately react, breaking to a quick jog, Jape coming up to Septa and quickly binding his hands together with a length of rope, while Shavikah runs to the port side and brings the end for the rope that passes below the ship.
Jape and Shavikah seem as nimble as they ever were and, if anything, are even stronger than they ever were before.
Jape pays close attention to his work and insures that Speta is not going to get out of the bindings, then Shavikah ties a bowline through a bight in the middle of the bindings.
Make a DC15 perception
look if you make the roll:
Mr Longfarthing says to the Captain "See! As I told you! If anything, they are better sailors now!" The Captain chuckles and replies "Maybe it would be good for the whole crew. We'll see how it works on Septa." The officers all laugh.
Jape and Shivikah man the opposite end of the rope, ready to pull.
The Captain says "Give the order! Nice and slow!"
Raising the two sacks again, Mister Longfarthing shouts to Jape and Shivikah "Keelhaul him, slowly!"
Septa feels the slack taken up, as Jape and Shivikah slowly pull on the rope.
Delay Pain will prevent the need for concentration checks for casting in the same round as receiving damage.
Defending Bone will grant you DR5/bludgeon, which will work against the barnacles. I thought only Pharasman clerics had access. Assuming you do have the spell, I will stipulate that bones large enough to serve as a spell component are not contained in your spell component pouch.
BTW I have the article for Besmaran clerics; you have access to alternate Summon Monsters.
Air Bubble will prevent you from drowning AND allows you to avoid the concentration check from casting underwater.
You seem MUCH more prepared than during the reefclaw battle!!!
Casting Bound: if the spell has somatic component, [15+spell level]DC concentration check
Injured while casting:[10+spell level+HP of damage]DC concentration check
Jakes Magpie was prepared for keelhauling rather quickly; about thirty seconds; the time was spent binding him. The rope was already passed under the hull and the block and tackle were already rigged. He was fast keelhauled. (see below)
Armor will NOT help for keelhauling (see below).
DC10 Profession(Sailor) check, which Septa can make automatically by taking ten, yields the following information about Keelhauling.
Keelhauling can be done one of two ways, fast or slow.
In fast keelhauling, the person is hauled as forcefully as possible, causing the barnacles on the bottom of the ship to cut their flesh deeply. Each round of fast keelhauling the player takes 1d6 damage, DC20 Reflex for half damage. For a ship the size of the Wormwood, fast keelhauling would take about thirty to forty seconds, that is six rounds.
In slow keelhauling, the person is dragged as slowly as possible that will still prevent them from being able gain their feet under themselves, swim, etc. For each round of slow keelhauling the player takes 1d3 damage, DC20 Reflex for half damage. For a ship the size of Wormwood, this would take about a minute, that is 12 rounds.
If someone loses consciousness underwater for any reason, including from falling to 0 HP, the next round he falls to -1 HP and the next round, he dies.
Slow keelhauling, while it does not produce the gruesome wounds of fast keelhauling, is considered more lethal due to the increased danger of drowning. Never less, both are considered a death sentence among sailors.
Just to be clear, for killing two crew members Septa has been given TWO death sentences:
Septa doesn't see the caster but he is targeted with first a sleep spell, then a restful sleep spell and finally a cure light wounds. The extra healing is wasted on Septa, but despite the cramped conditions of the box, he gets effectively a full nights rest and awakens shortly before dawn to pray for spells.
That morning, as the crew arrives on deck for dawn assembly, Sandara performs a healing surge while passing Septa when Cog "accidentally" trips and distracts Master Scourge and the officers.
Before breakfast and duty assignments, the officers assemble above and Mister Plugg calls out to bring forth the prisoner for a Special Bloody Mast.
Now time in the hot box is usually eight, sixteen or twenty-three hours, with twenty-four hours generally considered a death sentence. 23 hours in the hot box is, as the clerics of Besmara say "thirty lashes with one set aside", which means to be tested or punished almost to ones limit, but not quite, since thirty-one lashes is generally considered to be lethal.
Septa emerges from his thirty-two hours in the hot box undamaged, with no fatigue, well fed and watered, just awaken from the best nights sleep he's had since he boarded the Wormwood.
Master Scourge, Mister Plugg, the Captain, the other officers and the rest of the crew are visibly shaken and amazed as Septa's surprising good condition.
Septa does not find any place to store the water; It's like the holes at the edges and the lack of any container was planned to make this difficult. Septa does manage to drink his fill, wet his shirt and perhaps fill a scabbard with water.
During the day, the iron box becomes hot enough to cause burning damage, Septa finds though if he crouched in the center he can avoid touching the sides and the radiated heat is reduced to a tolerable by the endure elements spell.
That evening no one stands before the bloody mast, but the Captain announces Septa will be kept in the box for twelve more hours and keelhauled at dawn
After dinner is served to the rest of the crew (none for Septa), the grog is issued and the crew breaks up for entertainment. Counch, the bard sings a song "Don't give the Devil his due", with Septas other friends joining in on the corus. Septas spirits are strangely lifted.
+2 to any skill roll during the hour he sings
When it is time for the crew to head below, someone trips on the staircase. When everyone looks, Sandara channels healing, which makes Septa feel better even though he has taken no physical damage.
Later that night, Septa goes from being fatigued to being exhausted, from lack of sleep. He realizes that he certainly will be able to.pray for new spells in the morning. While futily contemplating this, he is suddenly feels a yawn coming from him
make perception DC21 and will DC12
During the evening hours the crew is divided into three group. The officers, below deck as usual, Septa's friends who gather on the starboard side and Master Scourge and his toadies, gathered opposite. The port side gathering is raucous with singing, while the starboard is quiet and morose. By midnight, the last of the crew have gone below and the officers post watch above on the poop deck.
That night Septa finds it's impossible to get to sleep. the small box prevents him from sitting up, and he can't fully lie down either. He finds no source of water, but does manage to make a fine meal of bugs that night though.
Septa is fatigued after no sleep that night.
The tedium of the night is finally broken by the ringing of the morning bell, breakfast and the assignment of duties to the other crew.
As the sun breaks above the horizon, the black, iron box quickly becomes first uncomfortably warm, then deadly hot. Being high summer, Septa will have sixteen hours before the sun sets.
Make a DC15 Fort check for the first hour in the box; Endure elements prevents need for check, but please post the duration of the spell.
Septa realizes that surviving the entire day in the box will be challenging.
Captain Harrigan stares at Septa.
Slowly, very slowly, he steps down the stairs from the poop deck, never breaking eye contact with Septa.
He stops a mere foot in front of Septa and, leaning forward, says in a soft voice "I don't care."
Stepping back, he slowly turns and addresses the crew "I DON'T CARE!"
Looking back at Septa, he says "I care for me ship! I care because it gets me gold! I care if I have enough able hands to man it, because it gets me gold! I care if the crew does as I order, because I need them too to get me gold! But whether the crew love or hate me, whether I do right or wrong, or whether I be blessed or dammed and, most of all, what a snivlin' little worm like you have to say....I DON'T CARE!!!"
Turning back to the crew he says "My one rule, no killin'! An he broke dat rule! He feared them men in the bilge more than he feared me! THAT WAS A MISTAKE! Normal punishm't for murder is keelhaulin', but thats' too good for a double murduruh like him. MASTUH SCOURGE!!!"
"Yes sir!" replies Master Scourge.
"THREE DAYS IN THE BOX!!" screams the Captain, now a livid red and screaming at the top of his lungs "AND THEN WE KEELHAUL HIM!!"
Master Scourge unhooks Septa's chains from the mainmast and leads him towards a black,sheet iron box on the aft end of the deck near the poop castle.
As Septa is dragged towards the box, the Captain straightens his hair, and says in a cold, emotionless voice "I WILL get my gold, and I WILL get my due from you, one way or another."
As the lid of the box is secured, the Captain shouts "Mr Longfarthing, you know what to do with these two?" gesturing towards the corpses.
"Aye Capn' Already on it." as he and Slipstich drag the bodies past the iron box and into the officer's area.
Mister Plugg draws a circle around the box, ten feet distant on all sides, with a stick of chalk. "Keelhaulen for any I find inside the chaulk." he says to the crew.
Mister Plug looks through the slit in the box, smiles and whispers "You see, the Capn' knew what I was doin'. He just don't care as long as he thinks theres a profit in it for him."
Mister Plugg departs. Master Scourge watches over a sullen crew. As night falls, Septa's friends watch from a distance.
There is no singing on deck this night.
Krine hands the manacles to Maheen, who places them on Septa's wrist.
The group listens to what Septa has to say. Stichman sighs. Mr Longfarthing commands Narwhale to search for the daggers you mention, which he finds after a search and hands over to Mr. Longfarthing. Krine says "A Cap'ns Mast ye' want, and a $!%^%# Cap'n Mast yeh get." Krine directs Septa to follow her up the gangway and for the two riggers to carry the bodies. Master Scourge and Mr Plugg cast a glance to each other and grin. The remainder follow as Septa is lead onto the deck.
As Septa emerges on deck in chains, Sandara lets out a sound of surprise. Conchobar comforts Rosie Cursewell as Septa's chains are attached to the ring on the main mast. The two bodies are droped in a heap at Septa's feet.
The officers all depart up the stairs to the poop deck, leaving only Master Scourge to watch over Septa.
After a few minutes the Captain approaches the railing of the poop deck, with the other officers gathered around. Fishguts, Cut Throat and Owlbear all having a decidedly grim look.
"Okay. Let's have it. What did ye' officers see." orders the Cap'n.
Longfarthing gives his account of what he saw and what Septa said. He shows the captain the daggers that were found. Stichman also speaks up and describes the wounds on the bodies, and that he guesses that they died just like Septa described.
The the Captain turns, looking at Septa, aks "Is that about it? You gat more to say?"
you keep me honest
The hatch is not usually closed; Normally you can come and go as part of the job of hauling garbage up top and throwing it overboard. The end of the workday and the beginning of the "bloody mast", is signaled by the ringing of the ship's bell
Septa feels the rocking of the ship ease, as if it is being brought to anchor like most evenings. After a pause of a half hour or so, he hears the ringing of the ship's bell, muffled by the three decks above.
About five minutes after the bell, Septa hears scraping sound as the footlockers are moved, and the hatch opens. Peppery Longfarthing, the Sailing Master pokes his head and an arm holding an oil lamp through the hatch, saying "What are you three still doing down....fish-heads and gibbits!!!"
The Sailing Master stands suddenlyand begins shouting "Murder! Murder! Master of Arms to the bilge!" while Master Scourge shifts his kneeling position near the hatch so he can make eye contact with Septa and grins.
Mr Pugg, Master Scourge, Mr. Longfarthing, Stichman the Carpenter/Doctor, Master Gunner Krine and the riggers Maheen and Narwhale all come down the hatch. Stichman checks the two bodies while Krine, holding a set of manacles, shouts "Stick out ya'@%#$@$% wrist, ya' jack-souled, crew killing bastard!". Mr Longfarthing, his hand on his spell component pouch, says calmly "It's best you don't fight, son."
Japes perception: 1d20 - 2 ⇒ (4) - 2 = 2
Despite the amount of noise he makes moving forward, Jape is oblivious, staring bboward into the fog, his back to Septa.
Septa at G3. Jape in F4, flatfooted.
Inside the mystical fog cloud, Septa waits to see the effect of his deception. With the fog cloud blocking most of what feeble light is coming from the lantern, he strains his eyes to see what is going on.
Septa hears Jape splash around in the water, stop for a moment, like he is listening for something, then quickly move away from Septa, then stop again, and quickly move back towards Septa.
Septa actually sees him when he passes just five feet away, to starboard, passing bow to aft.
Jape is flat footed. Septa and Jape both are under the effects of the fog and low light. Jape does not perceive Septa
Due to the crazy hsadows from the lantern dancing across his face, Septa misjusgeds his kick and barely misses Japes nose with his foot.
Septa turns, deftly makes the mystical gestures for his spell while avoiding Shivikah's reach with a dagger. The spell goes off and the flurry of the summoned storm effect strikes Skhivikah in the temple.
Shivikah crumples and falls face forward into the bilge water.
Jape attempts AoO: 1d20 + 3 ⇒ (14) + 3 = 17
Septa prepares to jump off the ladder, but when he turns his back to Jape, Jape quickly stabs Septa in right thigh.
Jumping off the ladder, Septa jumps off the ladder, landing on top the Shivikah's motionless body and then moving aftward.
Jape come around the starboard side of the bilge pump and reaching the aft end, reaches out with his dagger before him and strikes.
Jape attacks with dagger: 1d20 + 3 ⇒ (15) + 3 = 18
Jape's dagger misses Septa completely, instead hitting a shadow on the bilge, skittering off the pumps brasswork.
"Damn! Can't see a t'ing in this dark!" Jape curses to no one in particular.
Septa is in L6
1) The pair followed Septa's splashing footsteps out of the fog cloud; Septa is not permitted to be stealthy will withdrawing and the pair make perception rolls by taking 10. I did however want to reward the use of the spell, so I required them to use extra movement. The double move prevented them from attacking Septa.
2)By my estimation:
Jape is at J3 but could take no action last round.
The only lantern is a dim hurricane lamp attached to a hook near the hatch (ie. next to Septa's head). Free action to pick up. Because of it's feeble flame, the entire bilge is in dim illumination.
It is now Septa's action.
Is there anything wrong? ...corrections? ...questions? ...comments?
3) The bilge pump stands about 30" tall. I'll rule that with a DC15 Acrobatics check, Septa can walk on top of it.
Septa kicks at Jape as he approaches from sternward, but does not connect.
Septa withdraws, making it to the ladder. As he pushes upward on the hatch he finds that some heavy objects, several footlockers perhaps, have been placed on top of the hatch.
to try to open hatch standard action, dc20 strength check. While on the ladder you are at +2 to hit for higher ground, but flat footed due to climbing. Septa took a withdrawal action, so no attempt to open hatch this round.
Shivikah and Jape, concentrating on moving alone, make it to the base of the ladder, port and starboard.
player made percentage roll
Septa hits Jape, who is not as light
He grunts as the spell hits him.
Both Jape and Shivikah struggle to their feet, Shivikah wiping the bilge water from her eyes, and both move forward, picking their way between the debris in the bilge, making it to 10' away from Septa.