Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


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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 drinks her rum, enjoying the litle she does get and picks at her food. garbage she mutters under breath. Noro still exhausted from everything that has happened just goes and looks for a quiet hammock she can call her own and tries to get some rest.


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 & Brillup:
Sarenth reaches for the spellbook, then looks at Sandara. He takes the spellbook and unlocks it, skimming through it to make sure it's what he thinks it is. Upon confirmation, he looks up at Sandara. "Thank you. You have no idea what this is worth to me. I owe you."

After the exchange between Brillup and Sandara: "Perhaps we should speak again tomorrow, or the day after. Best not give them the idea of a conspiracy when we're still more easily expendable. I suspect even the faithful aren't safe if somebody takes a dislike."


Male Grippli Cleric of Besmara 1

Is the ship flying a skull and crossbones? I'd figured that they weren't. They don't seem particularly Besmaran

Sandara & Sarenth:
You're prolly right. I'll leave you two be. I just wanted to greet my fellow chosen. He looks between them for a moment, We should probably find a way of making friends though. I'm sure there are plenty who hate us, hopefully there are others than don't. We need to stick together. At that he'll wander off. Two is a conversation, three is a conspiracy, afterall.

Brillup wanders the decks, looking for someone that might need a friend.

My intended first nighttime action is Influence. Hopefully I can do a few of those.


There is a pirate flag on the mast, but it is not up most of the time. Its probably something they raise in pursuit. But it is not a the Besmaran skull and crossbones - its a skull with swords behind it, and a worm coming out of one eye socket.

Sarenth and Brillup:

Sandara tosses a wink and a little mock-salute at the Grippli. "I'll keep in touch." She seems to like them.

She nods at Sarenth, "I figured. Met my share of wizards over the years." She shrugs, "I'm not sure who's this is." She notes of the whip.

As for keeping their speaking spaced out, she nods. "Master Scourge in particular hates me - but I've yet to do anything that warrants punishment directly. But I've talked to several people already. You might talk to the gnome - he seems a bit over his head. Or the halfling. Grok is not a half bad person herself, for all she's a hopeless drunk. And I would avoid the rum - its part of the poison that inflicts the ship."

Brillup:
Brillup is wandering the deck when he comes across the grumpy halfling from earlier.

Perception!


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 does his best to eat in higher spirits than the keelhaul put him in. He would like to enjoy the meal, especially since he helped, but he's had better. The rum is not really his thing, so as he goes through his meal he conveniently set his down and forgets about it.

After the meal he decides that he would rather lift the spirits of the crew with a method more to his liking. He begins to belt out a song in his high voice.

"I'm sailing away,
Set an open course for the virgin sea,
'Cause I've got to be free,
Free to face the life, that's ahead of me,
On board, I'm the captain, so climb aboard,
We'll search for tomorrow, on every shore,
And I'll try, Oh Lord I'll try, to carrrrrry on!"

Stealth to ditch rum 1d20 + 7 ⇒ (11) + 7 = 18
Perform Sing to Entertain the crew 1d20 + 7 ⇒ (14) + 7 = 21


Durvin does collect a little bevvy of crewmen, some of them deep in their cups at this point, to listen to his song. They sway along with him and raise their cups to him.

Of course then they try to sing along, but that's what you do when you're a pirate, right?


Male Grippli Cleric of Besmara 1

perception: 1d20 + 5 ⇒ (2) + 5 = 7

[Feel free to roll for me in the future if it'll move narrative along.


K :)

Brillup:
Brillup is not sure what she was doing, but the halfling whirls to glare at him when she sees him.

"What the f#~+ do you want?" She demands brusquely. Still, he gets the impression that her cursing and grumpiness is less dislike of him and more just the halfling's style.


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 & Brillup:
Sarenth looks at the whip, then thinks back a bit.

"I might know who this belongs to. Might be our friend we woke up with who was so enthusiastic about keeping people in line," he tosses to Brillup as he walks away. To Sandara, he says, "I'll deliver this for you. And I'll hold onto this," he indicates his rum, "as something to use later. May be useful as a disinfectant. But I best follow our froggy friend. May we meet again, fair lady. You are as kind as you are beautiful." Sarenth doffs an imaginary hat at Sandara, then turns.

Sarenth walks down onto the main deck on his way to the hold where their bunks are. If he sees Isabella, he'll mention in passing,

"A friend says hello,
and leaves a gift that is yours,
if deduction serves."

Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Is there any place where we can store things down here in the hold, or are we limited to what's on our persons or in our bunks?


Male Grippli Cleric of Besmara 1

Boss:
Brillup hisses in a tone that's not meant to carry much farther than the Halfling. To strangle Mr. Plugg with his own guts. What in Besmara's Mane do you want? He looks expectantly at her.


Yes, they have lockers for everyone, including you! :)

Sarenth:
Sandara winks and salutes at Sarenth as well.

Isabella went below, so Sarenth will have to find her later.

Brillup:
Rosy nods a bit, seeming to agree with the frog, "F+@%in', right. That piece of s@+* better die in his own filth." Don't hold back, Rosy! "Motherf#!+ing lackey b~&*$es stole my violin!"


Male Grippli Cleric of Besmara 1

Rosy:
Oh, you play? Very nice. I was going to stop by the quartermaster's tomorrow. Think I might be able to talk her into handing it over? He leans against a rail and looks up into the starry sky. What were you doing when they took you?

Brillup is going to try to influence Rosy. Hopefully that works out for him.

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28


Brillup:
Rosy seems to look at Brillup with a new light when he offers to talk to Grok - "If you would, I'd be much obliged." That sounds very polite for the foul-mouthed halfling, but then she ruins it by adding, "F*~@ing c+$~ wouldn't give it to me when I asked." Though one has to wonder how Rosy asked, given how she seems to interact with everyone, including Brillup, who she clearly likes.

"I was f*!#ing around on the docks looking for a ship to join. The retarded gnomes were the only ones that wanted a little person like me, but I told they could stuff it up their ass. Then I dunno what happened and I was here."


Male Grippli Cleric of Besmara 1

Rosy:
Gnomes? You don't mean... He pauses for a moment, then covers one eyes and pretends to twirl a mustache. The gesture is meant to be amusing and a bit of a dig at Conchobar Shortstone.

If Rosy looks amused at all by the gesture, he'll burst into laughter.

I had the same issue... but the gnomes said I was too green. Now Conchobar doesn't like me for some reason...


Brillup:
Rosy bursts into raucous laughter and slaps the Grippli on the back. "That's the one." She snorts, "And then the little s+@% showed up here and all he does is make stupid f$&+ing passes at me." Grump.


Male Grippli Cleric of Besmara 1

Rosy:
Brillup grins from ear to ear... well, he grins widely at least. Ears would be required for that first part.

Ask him how he lost his eye sometime. I hear it's an interesting story.


Brillup:
Rosy just laughs and shakes her head a bit at the frog, "You know, I think I will."


Male Grippli Cleric of Besmara 1

Brillup bids Rosy a good even and says that he'll keep an eye (or two, chuckle) out for her tomorrow.

Next:
When he's finished chatting up Rosie, Brillup looks for that other gentleman that was with them this morning. The one in red with a bandana. If not him, whoever doesn't look like they'd enjoy a meal of frog legs.

Hullo, mate. Enjoying the smooth weather while it lasts? Brillup knocks on a rail to chase away any jinxes.


Anyway! They all find that they have a locker and a hammock downstairs. Most of the crew sleeps down there - at some point even Reck is shoo'd out of the nest so the next guy can take over the watch.

Dawn comes bright and early for those who drank the rum, and it isn't particularly pleasant. Noro is recovered, though a bit sore. Bilge work is obviously the worst job.

They only have a couple minutes to register the ringing of the wakeup bell before they're meant to be on deck, and most of those who have been on the ship longer slip right off. However, not too long after our brave party awakens, a few, more awake pirates come rattling down the stairs, eyes glancing around for something in particular.


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

End of Previous Night Actions:
If Sarenth finds Isabella awake belowdecks, same message.

Sarenth locks his spellbook, then locks the spellbook and the rum ration into one of the lockers nearest his hammock before heading off to bed. The keys to the spellbook and the locker are hidden to prevent tampering. If Isabella was asleep already, The whip goes with Sarenth, and he tries to conceal it beneath himself as he stretches out in the hammock. Already used my actions to influence up on deck, so naptime for the Wizard.

Concealment roll to hide whip (Sleight of Hand?): 1d20 ⇒ 16+2 if Dex-based.

Next morning.

Sarenth rolls out of hammock, and, hearing the morning bells, heads toward the stairs up out of the lower hold.


Half-Orc

Reck awakens bright and early, physically refreshed from a good night's sleep and mentally refreshed from his sojourn at the mast head. He swiftly runs through a calisthenics and stretching routine, working the kinks out.

He takes note of the pirates returning belowdecks, and keeps a wary eye on them.

First bell means all hands topside, Reck muses. These must be working at some cross purpose.

Fastening his simple leather garment, Reck heads topside - attempting to avoid the shifty looking pirates.

If the pirates try to stop Reck:
Reck snarls, body snapping forward and chest tensing in a primal aggression display. "Out of th' way, dog!" His clawed hands and toothy maw clear warning what lies in store for those who f#*+ with the Sodden Beast. intimidate check: 1d20 + 4 ⇒ (15) + 4 = 19

Intimidate rules, for reference:
Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.


Male Grippli Cleric of Besmara 1

Eying the forming crowd, Brillup says a prayer to Besmara and follows Reck and Sarenth.

Likewise, if barred:
Brillup is using one of his daily allocations of Touch of Chaos. He'll touch whoever might reach for him or attempt to bar his way.


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 stretches a bit, feelsh damn near like the morning after a fight. she mutters to herself.

Noro rolls out of the hammock feet on the deck. she strecthes once more nad starts to make her way topside, perhaps today will fare better than yesterday, If I go one more day without busting someone's head I might just pick a fight to let off some steam


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

The morning bell hits hard for Isabella, and she rises from the hammock, trying to shake it off. That rum...devil's doubloons that was strong. Where in the blazes did they get rum like that?

Taking a moment to stretch and clear her head, insofar as she can, at least, She begins to head upstairs. got to slow down on the rum sometime. Can't be staggerin' overboard from a night of drink..


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 awakes with a smile as he clambers down from his hammock, eager to see what he learns about cooking today. As they start to head up, and the others come down, he decides to try and be helpful, "Mornin'. Did you misplace something? I would be happy to help you find it."


The pirates are thoroughly demoralized by Reck's glare. It looks as though they may have been looking for a fight, but his claws and teeth and growl are more than enough to send them back up top without incident.

And then, everybody can go up top to get their assignments for the day, and nobody is late! (Yay!)

Reck: 1d6 ⇒ 1 - Oop, Reck got the Bilges today ...DC 12 Strength and DC 10 Con not to be Fatigued.

Sarenth: 1d6 ⇒ 2 - Sarenth got rat-catcher. DC 10 Stealth, Survival, or Dex.

Isabella: 1d6 ⇒ 4 - Rope Hauling and Knotwork - Tying and untying ropes, and dragging rope from one place to another. DC 10 Profession (Sailor) or Strength check. DC 10 Fort not to be Fatigued.

Noro: 1d6 ⇒ 5 - Noro is a Runner! Delivering messages to the crew and officers of the Wormwood. DC 10 Acrobatics and DC 10 Con not to be fatigued.

Brillup: 1d6 ⇒ 6 - Mainsail Duties - Raising and lowering the mainsail. Its a Profession(Sailor) or Strength check, and Fort 10 not to be fatigued.

Durvin: 1d6 ⇒ 5 - Bull Session (The best RP!) - Drinking with Kroop and listening to his stories. You drink a rum ration, but you're free to take two day actions.

Make sure to denote what type of action you're taking for the day, and post a little fluff about doin' it, a couple of these options will get you scenes that I'll spoiler.


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 shakes his head and gives a slight downturn of the lip. If the others keep treating so rough with the rest of the crew, he fears they will not make it into their good graces or make many friends.

When he gets to work, and finds out he's got nothing much to do beyond drink and chat all day, he realizes working with Fishguts may be pretty fun, if he doesn't become just as much of an alcoholic first. Since he figures there will be a story in it, he decides to ask, "So, What is your real name, since you don't seem to care one way or the other for the name Fishguts. Also, how'd you come to be the cook for the ship? They just pointed at me and sent me here, was it the same for you?" while he talks with Fishguts he circles around the galley, exploring everything the place has, interested in all the various doo-dads and trinkets.

Using the Sneak action, but not really sneaking just exploring the whole kitchen.

GM:
I'm keeping the separation IC, but was wondering if Grok is present for the Bull session. I would like to Influence her for my other day action. If not I'll find something else. Also, for the friend tables I sent, I added the attitudes only after they influenced them. Just to help remember whether they had friended them or not.


Durvin:
NP. No Grok today, she's in the store on pain of lashes or worse 'cause of Magpie sneaking in while she was hanging out with Kroop. That'll loosen up a bit as memory fades of Magpie, probably.


Half-Orc

str check: 1d20 + 3 ⇒ (9) + 3 = 12
con check: 1d20 + 5 ⇒ (17) + 5 = 22

Reck wordlessly accepts his unsavory assignment and heads to the bilge pumps for a day of hard labor. He doesn't jump to with quite the same alarcity as the first day, instead taking a break mid-day to chat up the quartermaster. Still, he completes his assigned task and the end of the work day finds him tired but not exhausted.


Reck:
Reck is fine, though cleaning out the bilges is hard work, and he thinks its likely that Mr. Plugg offloads that job onto people who bother him or might look too feisty.

Down in the bilges, its dirty and quiet. There are spiderwebs in the rafters, but nothing molests him as he does his work for the day.

*Edited to add Grok.

Around Midday he finds Grok eating her lunch in her 'store'. She's kind of scrawny for a half-orc, and has a big scar on her neck.

She grunts at him when he comes in, "What do you want, sailor?" Not the most charismatic of creatures.


Durvin:
Durvin finds that Fishguts, while drunk, is a naturally friendly soul. He doesn't impede the halfling at all from exploring the kitchen, either not paying attention or not caring.

"I'd introduce ya to my friend Grok, but she's in a bit of a pinch after that business with Magpie. I'm sure she'll be by soon enough."

He takes a swig of his rum, content to talk while Durvin explores.

"The name's Ambrose. Ambrose Kroop. I guess the name's just the usual ugly thing pirates like to name each other. I was on this ship before Harrigan got ahold of it. Killed the old captain, decided to keep me alive." Maybe that's how he knows how bad conditions really are on the ship.

Gimme a perception check for snooping around the kitchen! :)


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

Sarenth will move past the cowed pirates with the rest of the group. Up on deck, as they all head to their various assignments, he'll mention to Isabella, "Might have something for you below. Let me know when you have a moment."

After that, Sarenth heads below to start hunting rats and other vermin. If he gets a chance around the work, he'll transfer the whip to his locker. As he works, he'll also endeavor to get more of a look at the ship which appears to be his new home.

Dexterity to catch rats: 1d20 + 2 ⇒ (15) + 2 = 17

What areas are available to explore using the Sneak option?


Sarenth:
Downstairs he finds plenty of rats, running around in the dark below. He catches a few before he hears a familiar 'chrrr' from a shadowy corner.


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

Isabella stops a moment to regard Sarenth's somewhat cryptic message.

"Somethin fer me? Wait, didn't you say somethin before I fell asleep last night?" She shakes her head, still piecing together the night's events. "Strong rum..."

She'll then head off to her duties, waiting for a good moment to catch up to Sarenth without shirking her duties.

work diligently, using strength check: 1d20 + 7 ⇒ (3) + 7 = 10

The fuzziness and hangover seem to take their toll; Isabella moves about without too much trouble, but often has to come back to a knot to check it twice, or stop to pick up a rope roll she drops on account of a random sway. Can't keep me balance on a ship...what's wrong with me? Wasn't the first time I've tasted rum, I can't be this tipsy the day after. Bet they spiked it like that knave who got me here...but why? Can't work right drugged up like this...

She'll catch up to Sarenth when they both have a free moment, assuming no diversions.


Isabella:
Isabella manages her work, but moving slow because of her rum, she can't seem to catch a break until the work day is over.


Half-Orc

GM:
Reck leans casually against a bulkhead and chats up Grok.

"Well met, battle-sister", Reck begins in Orc. On the off chance she's one of the city-bred half orcs who never got to learn the language of the orcs, Reck waits to see comprehension in Grok's eyes before continuing in Orc. If she doesn't understand, Reck switches to common.

"I see you have a fine scar there. Earned in fierce combat taking a fat prize? It suits you. Tell me, does this ship see much fighting? I am eager to taste the wealth of some soft merchant. "


Reck:
Grok relaxes a little bit when Rek speaks Orc to her. She nods, and replies, "Well met" Formally enough.

"Got it when I was a child. Cutthroats left me for dead in Port Peril." She grins, showing all her sharp teeth, "Obviously weren't that thorough."

As for the ship fighting, she shrugs, "Depends on the wind and the fates and the captain's mood, really. Understaffed as we have been, haven't had a good haul for a while."


Half-Orc

GM:
Reck returns a toothy grin of his own. In orcish "With us newcomers, we should have the strength to take a ship, so long as nobody else gets themselves used to polish the hull. Have you sailed with the captain long? How is he to fight for? Plugg seems like he runs a tight enough crew, though soft-skinned humans might not take his discipline well. "


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 follows the chittering toward the shadowy corner. "Here, little one. Come on."


Reck:
"You'll hear no argument from me on that point." She agrees about taking new ships.

"Been here a fair long time. The captain himself doesn't involve himself with the crew. Can't say as most of us have talked to him. But his ship's fair enough even if people don't always sign on willin'ly. As long as you don't steal and poke your nose where it don't belong. But Mister Plugg," Grok snorts, but says nothing else on the subject of the first mate, letting it stand at that.


Sarenth:
Chrrrrr. In the corner curled up is Skipper! She is sitting on a little nest she apparently made down here to sleep in. There are a variety of rat bones littered around her, and she seems happy to see Sarenth.

Feel free to play Skipper however you've envisioned her.


Half-Orc

GM:
Reck shrugs. in orcish:"The warchief back home for me was much the same. Step lively, do as you're told, and fight hard, and the chief leaves you be. At least, until he decides you're a threat." Reck grins. "Speaking of which, I'd better get back to work. Us Orc-bloods have to stick together. There's strength in numbers, and you're as close to kin as I'll see here. Don't be shy if you want me for something."I guess I should roll diplomacy?

diplomacy check: 1d20 ⇒ 3

smooth, Reck, real smooth


Reck:
Grok offers another small smile at Reck, "I'll keep that in mind. Its always nice to meet someone that speaks the tongue of home." Grok smirks.

She does not seem impressed with Reck. Maybe she's not interested in Orc solidarity.


Male Grippli Cleric of Besmara 1

Hard Day's Work:
Action: Influence

Let me know who's around for Brillup to chat up.

Brillup moves deftly around the deck, keeping the sails trimmed to the best of his ability.

Profession: Sailor: 1d20 + 9 ⇒ (11) + 9 = 20
Fortitude: 1d20 + 2 ⇒ (12) + 2 = 14


Brillup:
Brillup manages to shine at this job! Today, Brillup runs into a male halfling that appears to be shirking. The small sailor happens to be laying in a little nest of ropes he's made.


Male Grippli Cleric of Besmara 1

The Layabout:

Good Morning! I'll keep an eye out for Scourge and Plugg if you'll do me the same favor later. While the "Good morning" is cheerful, it's not in any way loud. He doesn't want to call attention to the layabout. Everyone needs a day of rest from time to time.


Brillup:
Ratline squirms out of the ropes with a sleepy mumble. Clearly, the rum from last night didn't do any favors for the work today. He blinks a bit in the light, and up at the frog. Maybe he wonders if he's hallucinating. Blink. Blink blink. Nope, still a frog.

Finally he sits up, rubbing his head and checking the sun for what time it is.

Then he mumbles, a bit embarassed, "That's decent of you..." Probably wondering what the catch is. He certainly doesn't want to be a lookout for a thief or something.


Male Grippli Cleric of Besmara 1

The Halfling:
If the halfling looks to be getting up, Brillup will offer him a helping hand. If he's going to stay in the nest, he'll let him be.

Brillup the Dart. If the halfling blinks confusedly he'll add. That's my name. Brillup the Dart.

Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17


Brillup:
The halfling is getting up. He eyes the hand, as if wondering if it is slimy before he shrugs and takes it to get up.

"Ratline..." He introduces himself, a bit less leery, "Nice to meet you, Brillup. Saw you do your climb first day for Mr. Plugg. That was somethin'."


Male Grippli Cleric of Besmara 1

Ratline:
I grew up on a cliffside on Besmara's Throne. You get used to climbing early, or you get dead. When he says her name, Brillup lightly touches the holy symbol of Besmara hanging from his neck.

Ratline, that's an interesting name... Don't think I've heard it before. How long have you been aboard?

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