Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


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The Man. The Myth. The Mask!

The next day comes fast, but pleasant. There are still clouds dominating the sky, but the sun manages to show her face every once in a while.
You all gather on deck to hear your assignments.

Noro: 1d6 ⇒ 6: Repairs – Profession Sailor/DEX DC 10
Time t'try yer hand with a hammer, Iron Maiden
Sarenth: 1d6 ⇒ 5: Runner – Acrobatics/CON DC 10 to avoid fatigue
Get your skinny self in gear!
Reck: 1d6 ⇒ 2: 2) Rat Catcher – Stealth/Survival/DEX DC 10
Whippin' Boy! Go find some 'o yer friends from the bilges
Isabella: 1d6 ⇒ 5: Runner – Acrobatics/CON DC 10 to avoid fatigue
And you, Isabella, get goin' with the skinny guy!
Durven: 1d6 ⇒ 4: Turtle Hunting - Profession Fisherman/Survival DC 10
And make that meat nice and tender this time!


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3
Constitution: 1d20 + 1 ⇒ (3) + 1 = 4


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
con check: 1d20 ⇒ 7
holy crap this is gonna be a bad day for me and Sarenth both...

the effects of yesterday's lashes seem to persist through the divine graces of Besmara; Isabella's rhythm is off this day. What should be a simple task of running messages across a deck turns into a series of badly timed meetings, missed crewmen, and late orders. Attempting to speed up the process by way of ropes and booms earns her no extra time as her weary muscles lack their usual grip and endurance, earning her more than one fumble during the afternoon; though at no risk of injury, she barely misses completely embarrassing herself in front of the crew with her improvisations.

At a lull in her assignments, Belle manages to find a quiet spot to sit out of the way of operations, and is staggered by how much her body complains of fatigue and soreness, even more so than last night's storm.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro grabs her tools and supplies and makes her way below decks to repair the damage from the storm.

she makes it a point to see how Owlbear is doing.

profession sailor: 1d20 + 8 ⇒ (11) + 8 = 19

You weather the shtorm Ok? she asks, making polite conversation.

noro and her no-dilpo skill: 1d20 - 1 + 2 ⇒ (9) - 1 + 2 = 10


The Man. The Myth. The Mask!

noro:
Owlbear frowns and thinks for a moment, then shuffles over to a barrel that you remember had his stock of live crabs. He tips it so you can see in to reveal that its empty.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Durvin is pretty comfortable from his last successful venture into turtle fishing that he decides he's figured out the trick to it. Oddly enough, he just may have, as he's once again able to catch a few of them with some baited lines. While he fishes, he does what he can to make even more friends. He remembers the Mwangi Shivikah giving him dirty looks. To him that is a clear indicator of someone he needs to make friends with.

He tries to start by getting her attention using a chanting song, something good for hunting, and that sounds like the music of her people. While doing so he displays his fishing prowess, and then works into off-hand remarks "It sure is nice having such good friends, they are more willing and eager to help and do things for you than someone forced or bribed into it. I think that if more on board were nice to each other, think of all the benefits we would reap."

Survival for turtles 1d20 + 2 ⇒ (13) + 2 = 15
Daytime action, Influence Shivikah: Diplomacy 1d20 + 7 + 2 + 2 ⇒ (20) + 7 + 2 + 2 = 31 (at 5 over the DC she moves 1 more step toward friendly)


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

The storm of the previous day and change left more of a mark on Sarenth than he realized when he got up that morning. Try as he might, he couldn't focus on the messages he had to deliver, and earned more than one scowl as he fumbled through the delivery. He did find time between a message to Kroop and the reply to pay a visit on the Quartermaster. "How go the waves with you, Milady? Anything overly upset by the storm?"

Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18


The Man. The Myth. The Mask!

My word, Durvin. You do realize that you're lvl 1, right?

Durvin:
Shivikah seems to very much like Durven's song, even if she's trying her best not to show it. She replies to your comments in kind as she works at the ropes and knots, Dis is Truth., but says little else. You do notice that, while she is still a generally grumpy and frowning person, she directs it at you no more than she does everyone else.

Sarenth:
The store seems more organized than usual, but Grok seems tired and frustrated. The F&#$ing storm tossed every bloody thing off my racks! I've spent the last two days getting everything back on a shelf. She slumps onto her stool with a sigh. What can I do ya for, Sarenth?

I don't know if this was ever said, but Grock and Ambrose have been in the "helpful" category for a while, and you can visit Grok at any time to shop instead of just during business hours.


Half-Orc

Survival Check: 1d20 + 4 ⇒ (12) + 4 = 16

Rat catching is boring and easy for Reck. In his spare time, Reck pokes around the hold, plotting.


The Man. The Myth. The Mask!

Is that an explore action, reck?
Also: i'll update again tonight. I have to attend a wedding today.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person
GM Choon wrote:
** spoiler omitted **

Noro glances in the barrel.

I know the cook'sh asshishtant she struggles with the word assistant apparently to many 's' sounds for her.

she smiles, amused a little at her own speech problems.

she continues her work but tries to make her way to the galley to see Durvin.

Hey there, Heard bout shome leaksh in thish part of the ship, here to check them out

Noro starts to rummage for something to eat that she can take to Owlbear


Half-Orc

not really, I just figure the rats are in the bilge


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Durvin will help look, but she said she was looking for leaks, so he may not be much help.

As Noro enters under the guise of looking for leaks, Durvin is more than eager to scurry into the tight spaces to have a look for any spots that might need her attention.

"Nothing down in this spot... well here is an old hunk of bread and cheese, they look like they got some seawater and a little mold on them. That'll probably need to be tossed out."

"Oh, would you look at that, it seems a couple small crabs had been washed into this back corner here. They are tiny, not much meat on them. Maybe good for bait, but not much more."

Perception 1d20 + 6 ⇒ (18) + 6 = 24


The Man. The Myth. The Mask!

With Durvin's help you manage to scrounge up a pretty good meal that no one will miss including a few of the Owlbear's favorite: crabs!


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

gathering what she found.

Thanksh Durvin she says as she heads back down to Owlbear.

She approaches him showing him what she found I wash able to get thish. Shorry it washen't more

she places the food on an upside down barrel to use as a table and dumps the crabs in the empty barrell that he kept his crabs in.

I gotta get back to work. Nishe to shee you again

Noro gets back to making the needed repairs to the ship


The Man. The Myth. The Mask!

Sarenth:
See above

I'll be moving on with bloody hour later today. Sarenth's conversation can be had in spoilers. I'm unsure of exact time as this is a rather busy day for me.


The Man. The Myth. The Mask!

Rum rations and Bloody hour come as they always do. Sarenth and Isabella are dragged forward today by Narwhal and Aretta Bransion. This time Scourge has some fun and you both are tied up together, side by side. He drags the whip to the side, dishing out four lashes to each of you at the same time in four expert strokes of the whip.

GM Dice:

1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 5
1d6 ⇒ 3

You both take 8 nonlethal (because the dice were kind tonight). That puts Sarenth unconscious after the last with 1 lethal, but leaves Isabella still standing at a healthy 3 hp.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Damn. Looks like my reply never posted.

GM:
"Sorry I didn't know. I might have been able to help. Anywho, I was wondering if I might be able to get some of our gear back. Being without during the storm proved problematic, and if we run into another storm, or if we see some action, we could all use our supplies. Any chance you could hook me up? I might have another bottle of that brandy for you." Sarenth winks at her.

Sarenth lets out a curse just before he passes out, calling down a plague on Plugg and his shriveled manhood.


The Man. The Myth. The Mask!

sarenth:

Grok smiles at you. I could use a bottle 'o brandy right now. Tell ya what. I coulda miscounted some of the stuff here. You go and check my numbers for me. She hands you a poorly organized manifest and whispers, But not all of it, now. I have a job to keep and there's no way I counted badly enough for all of it. Just a couple important things, ya?


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM:
"Sure. I'd be glad to help out."


The Man. The Myth. The Mask!

Sarenth:
You are able to scavenge one item for each party member that they do not already have. Your choice.


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

Baring her teeth through the pain, Isabella keeps her eyes skyward, smirking a bit between lashes.

You get this one square, bosun; can't fault ya for lashes on nodding off. Lazy bilge rat, though; lashin' two at once? How'd this swine ever get rank on a ship?

As the ropes fall, Belle manages to keep her feet with some focus through the sting, and after a few deep breaths, manages to lift the unconscious mage to help him below deck, chuckling as she throws his arm over her shoulder.

"Don't weigh much, do ya lad? Bet ya never figured you'd be carried 'cross a threshold by a lady 'stead of the reverse, eh?"


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

After the day before, between exhaustion, drinking, and getting whipped for it, Durvin handily does away with his rum. He makes certain that he is able to remove the offensive drink before he suffers any more for it.

As he does, he decides to try and smooth things over with Syl once more. He comments once again on his part of the turtle dinner, while adding a reminder of the benefits of friendship on board a vessel at sea. He intimates that he has a way of rewarding or helping those that find themselves sticking by him. This includes having the same friends he does, like those that not only suffer the lash, but walk away from it mostly unfazed.

Ditch rum, stealth 1d20 + 7 ⇒ (18) + 7 = 25
Night action, Diplomacy Syl (since I can't get the same person in 24 hours)1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 still adding Reck's bonus (it was for the whole day wasn't it?)


The Man. The Myth. The Mask!

Isabella:

Sandra is waiting for you, pirate flag/holy symbol in hand. She motions to a corner hammock and goes to work on Senrenth. A golden radiance flows from her flag and heals the poor wizard's wounds. She then turns to you and asks, You want some, Bosun?

Durvin: Yes, it counted for the full day.

Durvin:
Syl nods, obviously coming around to your point of view, but adds quietly, Your honey words better come true, swabby, or I'll feed yer manhood to these lovely turtles ye keep catchin'. And she's just the right flavor of crazy to do it too, if the comments you've heard offhand around the rum have any merit.


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

Isabella stretches a bit to favor her lashes, then nods. "Aye, thanks, otherwise tomorrow'll be even more tiring and make more crimson 'cross me skin. This keeps up I'll be a red clownfish 'fore the month is out."


The Man. The Myth. The Mask!

Quinn smiles at your attitude and goes to work. Soothing magics course into your wounds, soothing and kniting flesh where necessary.

I'll post next day tomorrow. Sarenth, feel free to RP returning those items to the party. Party, feel free to react. :)


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM:
Sarenth retrieves the items and stashes them below in his locker before returning with a brandy bottle for Grok and then returning to work.

Armor for Durvin and Noro, Whip for Isabella, Spell Component Pouches for Reck and myself.

After the healing has worked its magic on his lashes, Sarenth stretches and then opens his eyes. "Thanks again, beautiful," he murmurs, his voice slurred from the residue of pain. Rolling from the hammock, he stumbles over to a locker. He hands items to Isabella as he pulls them out. "Another whip for the Lady, making two that I have here for you. For our Halfling friend, a suit of studded leather. For the Iron Maiden, one suit of somewhat larger leather. And for myself and Mr. Reck, some necessary tools of our trade. And now, for my final trick, I will pass out spectacularly." With that, he thanks Sandara once more, kisses her on the forehead, and flops into his hammock, falling out the other side and landing on the floor.


The Man. The Myth. The Mask!

Sandra laughs, but not cruelly. She strides over and helps you up. Lets try this a little easier, swabbie She eases you into the hammock and compensates for your unsteadiness. She then bids the rest of you good night and expertly flops into her own hammock.


The Man. The Myth. The Mask!

Ok, sorry. Craziness in my life, but here we go!

The next day dawns wonderfully and with a nice breeze from the stern. The Wormwood sails swiftly down the coast and makes the best time yet as her newly pressed crew becomes more and more accustomed to life at sea.

Sarenth: 1d6 ⇒ 3 = Swab the Decks
The bucket an' brush better be clean too when yer done, Swabby!
Reck: 1d6 ⇒ 2= Rat Catching
And be sure to check the bilges!
Noro: 1d6 ⇒ 4 = Hauling Rope/Knot Work
Make sure ye bring up fresh rope for da upper rigging!
Isabella: 1d6 ⇒ 5 = Runner
An don' get in our way
Durvin: 1d6 ⇒ 6 = Special Occasion!
Cook's mate! Cap'n wants one o'them hogs tonight! Make sure it's cooked up right too, or cap'n'll have yer hide!
1d2 ⇒ 2 = And Ambrose is drunk as a Skunk! DC 15 Int/Prof: cook


Half-Orc

As Reck goes about his rat catching for the day, he keeps an eye out for where Scourge is - hoping to find some pattern of movement that would allow him to set an ambush far away from prying eyes.

perception: 1d20 + 3 ⇒ (3) + 3 = 6
survival, shirking: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
stealth: 1d20 + 2 ⇒ (16) + 2 = 18

Unfortunately, it seems the rats and Scourge manage to be at different ends of the ship all day. Fortunately, Reck is able to scrape up enough of a bucketful of the vermin to meet his daily quota, and keep a low profile while so doing.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

For the past few days Noro has been eyeing up others hoping she can find those she can relate to. thigh most of this has been during the off hours she could not help but notice one of her fellow swabbies seemed to enjoy the rum as much as she does.

As Noro works the ropes keeping the riggers well supplied Noro finds some time to make the aquaintance of Tilly

Profession sailor DC 10: 1d20 + 8 ⇒ (8) + 8 = 16

Hey there, Tilly? right? could ushe a hand on theshe ropes for a bit. Noro using her work to break the ice. she seems confident that her reputation as the iron maiden just might preceed her.

Name'sh Noro, you prbably know me ash the Iron maiden though. anyway, whatsh your shtory, How you end up here?

dplomacy roll from heck: 1d20 - 1 ⇒ (14) - 1 = 13

Con check DC 10: 1d20 + 2 ⇒ (11) + 2 = 13


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

acrobatics, diligently: 1d20 + 4 ⇒ (2) + 4 = 6
Oh come on, really? Think I burned my good rolls on other games or something.
con check: 1d20 ⇒ 1
Are you #@(%ing kidding me!?
Isabella seems to be off her rhythm today, missing her chances to use the ropes and booms to others who seem to beat her to them every time. She manages to step across a wet rag on a slippery deck section just as the ship is tilts aftward on a wave, and slides over ten feet off course before catching a rail and keeping her feet. She grunts in frustration, upping her pace to make her rounds, only to be rewarded with closer and closer calls with disaster, as well as lower remaining stamina.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Strength: 1d20 ⇒ 11
Constitution: 1d20 + 1 ⇒ (17) + 1 = 18

Sarenth grabs his mop and bucket and sets to scrubbing the various decks. Along the way, he keeps his eyes open for any possible useful items in the hold, as well as his ears open for any useful bits of gossip.

Perception: 1d20 + 3 ⇒ (6) + 3 = 9


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Is the campaign tab reflecting the two steps I adjusted Shivikah, and the one step on Syl?

Durvin smiles and gives Sarenth a hug for the return of his armor. "Thank you, this is a very kind gesture. I will have to return the favor somehow."

----------------

When he wakes and reports to the galley, he is upset to see Ambrose had drunk so much. He had been trying to get the man to give up the excessive drinking. Even worse, there is some great event happening, and he will have to do it all himself. He has no time to relax, and sets to work immediately. He knows it will take him a while just to accept being the one to kill the poor pig. He focuses on what he has learned by watching Ambrose, and uses it as best he can to make something delicious.

Work Diligently, Int check 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16


The Man. The Myth. The Mask!

@Durvin: It does now. Thanks for reminding me.

Durvin:
Scourge himself shows up to collect your meal. When he smalls your concoction, he seems begrudgingly satisfied, as if he was looking forward to your failure.

Noro:
Tilly shrugs at your attempt at conversation and tells of her growing up in port Peril among sailors, but you know there's just so much more to the story she's not telling.

Sarenth:
You see some good rope. That's bound to come in handy, right?

Rum rations and Bloody Hour arrive, and after a nice day, it's time for some ugly business. Again, Isabella is dragged forward. I went easy yesterday! Two at once, just 'cause I was feelin' generous. In payment, I get a day o' incompetence I've rarely seen, and for someone who looks at me like she be my equal! Scourge's cronies laugh. Bring 'er here! I'm gonna see if I can whip some sea-legs into this lazy sea-cow!
Isabella is dragged forward and tied up yet again. Scourge deals out 6 savage lashes, his maties counting every one and cheering him on.

If no one intervenes:
He leaves Isabella within an inch of her life, dangling on the post, bleeding freely and unconscious. Sandra is among the first to dash up to her, motioning for her friends to get her down stairs, and quick.

It's bad. Lets just say poor Isabella's dice still hate her passionately. If youall want to intervene, the punishment's gonna be steep, but I'll RP it out with youall. I will let you know that you're 5 days from big changes with about half the crew in your corner. I could shorten that to 3 days if youall really get mutinous with this, but 'cats and sweatboxes will probably be employed, possibly in conjunction.

GM dice:

1d6 ⇒ 4
1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 5


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

Isabella takes her lashes with the spine of a sailor, controlling her breath and fighting back every grunt of pain.

That's right, dog. You savor this. You drink every last drop of revelry you can from this; you WILL beg for mercy before I finish with you.

She glares, unblinking at Scourge the entire time, struggling to keep her eyes open, refusing to tremble or cry out in pain; when consciousness leaves her, it does so stubbornly as she slumps in her ropes.

This is not...the pirate's life... Is all she can think as she drifts into darkness.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro watches the punishment being dished out and by the second lashing she has seen enough.

Shcourge! she yells out as she finishes her rum ration.

The iron maiden will take her final three lashes. Unlessh you are too shcared to have to deal with me.

She steps forward handing her empty mug to another sailor. make shure itsh full for after the lashes. she tells him.


The Man. The Myth. The Mask!

Scourge's third lash sends Isabella into the nothingness of unconsciousness. The fourth is caught by Noro's intervention. Iron Maiden. Sticking up for friends, are we? New swabbies havin each other's back? Fine. You'll all have the same back when I'm done with ye! Ye all shall share her pain!
Noro is seized and dragged forward. The crew seems to take a step back from the rest of you, trying to avoid being caught in Scourges broadening net.


The Man. The Myth. The Mask!

noro:
The sailor you find happens to be Rosie. She nods solemly with a haunted look on her face, like she is facing the stuff of nightmares.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

When Noro first yells out to Scourge, Sarenth ducks down behind the rest of the sailors where he's standing and murmurs a few arcane words of protection, then stands back up. Scourge begins to shout about all of them being punished. Sarenth locks eyes with Sandara for a brief moment and says, "Take care of Skipper for me."

Sarenth steps forward and stands with the Iron Maiden. "Aye. We have each other's backs, and that makes us better than you could ever hope to be, toady. Bring your lash, if you have the balls."

Cast Mage Armor. Here's where I might regret having only 7 HP. :)


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

I feel loved. Not by the dice though, they're being bastards.


Half-Orc

sense motive: 1d20 + 1 ⇒ (12) + 1 = 13

Reck watches intently as Noro's turn comes up. Noro volunteered to take the remainder of Isabella's sentence. If this moron tries to give one lash more, it's dancing time.

Readied action to disarm Scourge if he attempts to give noro any more lashes than the balance of isabella's punishment. Because he's not fighting me, I don't believe this provokes an attack of opportunity due to flat footedness
disarm vs CMD: 1d20 + 3 ⇒ (20) + 3 = 23
Yoink!


The Man. The Myth. The Mask!

Scared? Of the 'Iron Maiden'? Ha! All her name means is ye drink so much no man has dared take her flower for fear of vomit. Get'er up here!
Noro is lashed to the post and Scourge delivers the final three lashes with gusto (11 nonlethal). He then points to Sarenth. Next!


Half-Orc

After Sarenth has his turn, Reck steps forward.

"Since yer not enough o' a man t' fight me, an' none o' yer boy-lovers can box 'is way out o' a bag, I suppose I'll 'ave t' settle for some lashes t' get my fun. Lay 'em on good, 'less you fancy a brawl instead!"

Reck glares at any who try to bind him to the post, making it very clear what's going to happen to the first fool to lay hands on him.
intimidate: 1d20 + 7 ⇒ (16) + 7 = 23
Then he strips off his shirt and takes the whipping without any attempt to evade the blows.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro takes her lashes she struggles to hold back the pain. but after the three are done and she is released. she simply turns and looks to Scourge.

remember, itsh "Iron" maiden. she grabs her shirt and gives a glare to any that even try to make a comment.

taking her rum from rosie shee all good. she takes a sip of the rum. and dresses again.

she makes her way to the front of the crowd seeing Reck go forward

what the blashes ish that man doing?

despite his glares, she feels he would not hit her

Noro steps into Recks view, she signals her disapproval of this.

before the first lash is given though she turns away and goes below decks.

Once out of sight of the majority of the crew Noro takes another drink of rum and the pain of her lashes is now very evident on her face.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Durvin grows worried as they each step up to recieve lashes. He understands what Noro does for Isabella, but he doesn't get why Sarenth and Reck are doing taking lashes no one earned. He is a little ashamed at himself for not being willing to do the same, but not enough to volunteer for lashes if it doesn't help anyone.

He just barely slips his rum overboard while all their attentions are on the whippings, he is almost caught as they part for Reck's entrance. He recovers just in time.

He decides that he will head back over and think out loud with Jape. He finds the man's silence is actually therapeutic. "You know buddy, I'm don't get what they're thinking. You wouldn't volunteer for unearned whippings would you? No, you're smarter than that. Maybe they just feel they could prove something that way. It doesn't make me feel any better, I hate seeing people get hurt. I'm too caring for others to get any pleasure from. Thanks for the talk, you're always such a good listener."

Stealth to ditch rum 1d20 + 7 ⇒ (3) + 7 = 10
Night action, Diplomacy Jape 1d20 + 7 ⇒ (10) + 7 = 17


The Man. The Myth. The Mask!

gm dice:

1d6 ⇒ 6
1d6 ⇒ 6
1d6 ⇒ 1

Taking advantage of reck's particularly vulnerable state, Scourge lands two exquisitely placed lashes, reducing the large half-orc to an unconscious heap. He adds the third just to make his point. Scourge also glares at the crowd, cowing more than a few of the more bashful, and emboldening his own henchmen. His point need not be spoken.

Reck's, Noro's, and Sarenth's daring and sacrifice have given everyone a +2 diplo for the rest of today lasting through evening tomorrow, +4 to bring a friendly crewmate up to helpful.

Durvin:
I have added the Bloody bonus to your roll
As you get up, you notice Jape nod. It's shocking. He isn't even frowning!


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

After Noro grabs her shirt and heads off, Sarenth removes his own shirt and steps forward. With a sneer at Scourge, he says, "I'll take what you can give. A man who stands by his friends is worth more than a coward who whips those he's too scared to fight."

Intimidate vs. Scourge: 1d20 + 2 ⇒ (15) + 2 = 17

If I die, may the scallywag with the blackest heart take my stuff. And take care of my familiar. :)


The Man. The Myth. The Mask!

Scourge glares at Sarenth. That be aweful close to mutiny talk there, wizard. Take care. Lest ye find yerself on my bad side.

GM dice:

1d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 3

Scourge seems to make his point quite profoundly upon Sarenth's back. The poor Aasimar is gravely wounded by the simple lash and left barely clinging to life.

I think that's everybody.

After Sarenth's beating, Sandra orders noro below decks. After a minute or two, Rosie and Sandra appear carrying Sarenth and Isabella, respectively. A minute after that, Jack Scrimshaw and 'crimson' Cogward appear with Reck draped between them.
They are all laid out in hammocks and Sandra goes to work. She touches each of you with a glowing, golden hand, then goes about checking wounds.

dice:

1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (1) + 1 = 2
1d6 ⇒ 5
1d6 ⇒ 4

wow, youall have got to be the unluckiest party ever. Two 1's and a 2 out of four dice.

Sandra curses under her breath. The spells were minimally effective, and everyone still lays gravely wounded. Sandra finally sighs in exasperation, takes her little pirate flag, holds it high, and a brilliant flow of healing energy bursts from her. Sarenth breathes easier, but she has to preform the feat again to bring everyone around to a healthy state of being.

After the second burst, Sandra collapses against a barrel, sweat beading on her brow and chest.


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

Isabella winces as consciousness is dumped back into her. Though the bleeding stops, the searing persists, slowing her rise from her hammock. By the time she's upright and on her feet, she is panting from the exertion of fighting down the pain.

"Right then..." She huffs, "Think I've had just about enough of that scallawag for one voyage."

doing her best to stretch away the soreness and burning, she casts an appreciative nod towards Sandra, and does her best to step over and help the lady to her feet.

"Lucky us Besmara's got some patience for this sort of thing, aye?"

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