| Noonan |
After strong consideration of attacking the first man down the hatch, Noonan considers the fact that the view from the window suggests they're out at sea and complies.
There are times to keep a low profile...and an internal tracking of credits and debits for future accounting purposes. He has learned in the past that a righteous killing will sometimes require patience and perseverance.
| Sidhon |
Sidhon hops to - avoiding being trod underfoot or incidentally skewered. Armed presence aside, this isn't so much differnet from standard shipboard practice.
'Whips are not good - weapons I get, seeing as we're prisoners and all. Knowing the use of whips and having 'em handy is a bad sign. I hope they had to search up the bosun's lash.'
| Apocalypso |
As you head up the steps, surrounded front and back by men with saps and swords, it becomes clear you are on a sizable ship far out to sea. There is an ochre haze of land several miles astern.
On deck, even more 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-- clearly 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. He looks vaguely familiar as the figure you noticed behind the bar at the Formidably Maid.
You also notice that you are not the only new recruits—five others are standing with you on the deck, set apart by their relative cleanliness and their apparent unease with their newfound situation.
Once you are all on deck, the captain addresses the crew:
Glad you could join us at last! Welcome to the Wormwood!
My thanks for ‘volunteering’ to join my crew. I’m Barnabas
Harrigan. That’s Captain Barnabas Harrigan to you, not that
you’ll ever need to address me. I have only one rule—don’t
speak to me. I like talk, but I don’t like your talk. Follow that
rule and we’ll all get along fine.
Oh, and one more thing. Even with you new recruits, we’re
still short-handed, and I aim to keep what crew I have. There’ll
be a keelhaulin’ for anyone caught killin’ anyone. Mr. Plugg! If
you’d be so kind as to make pirates out of these landlubbers,
it’ll save me having to put them in the sweatbox for a year and
a day before I make pies out of ’em.
At the end of his speech, the captain walks away, leaving behind the man with the cat-o’-nine-tails. He looks down at the you and other impressed captives and smiles unpleasantly.
Alright, ye worthless dogs, ye heard the Captain-- I'm t' make somethin' usefull outta the sniveling lot of ya. First chance ta earn yer keep: Getcherselves up to that crow's nest fast as ya can. Go! Go! Don't stand there staring like gulls-- Go!
I will need DC 10 Climb checks from everybody. Its 60' up and you can climb 5' per round, so I'll need at least 12 checks in a row...
Put them in a spoiler if you can.
| Gilraen D. Cirala |
1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (3) + 1 = 4
| Noonan |
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 5 ⇒ (8) + 5 = 13
| Zorg the Creepy |
Zorg somehow looks excited by the current situation as it is explained to them. Finally! A real pirate ship! He bounds toward the ship's rigging, clearly eager to begin pirate training.
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (14) + 4 = 18
| Sidhon |
Knowing the hopelessness of his 'swarming the rigging', Sidhon grabs up a bit of cord from the rope bucket, and ties himself a quick harness.
Profession(sailor):1d20 + 5 ⇒ (12) + 5 = 17
Sidhon does this perfectly matter-of-factly, exactly as he would aboard his own ship.
IF confronted
ENDIF
As Sidhon climbs the rigging, he ties off every 10 feet, so that if (well.. when) he falls off, he won't fall all the way back, and can continue to make progress. It's slow, it's methodical, and it's what good sailors do in a storm, or at other times when they have to be in the shrouds under less-than-ideal conditions. Conditions are never ideal for Sidhon to be in the rigging.
1 1d20 - 1 ⇒ (4) - 1 = 3
2 1d20 - 1 ⇒ (12) - 1 = 11 -> +5
3 1d20 - 1 ⇒ (18) - 1 = 17 -> +10
4 1d20 - 1 ⇒ (6) - 1 = 5
5 1d20 - 1 ⇒ (7) - 1 = 6
6 1d20 - 1 ⇒ (11) - 1 = 10 -> +15
7 1d20 - 1 ⇒ (4) - 1 = 3 <- +10
8 1d20 - 1 ⇒ (2) - 1 = 1
9 1d20 - 1 ⇒ (11) - 1 = 10 -> +15
10 1d20 - 1 ⇒ (15) - 1 = 14 -> +20
11 1d20 - 1 ⇒ (5) - 1 = 4
12 1d20 - 1 ⇒ (5) - 1 = 4
1 1d20 - 1 ⇒ (10) - 1 = 9
2 1d20 - 1 ⇒ (2) - 1 = 1
3 1d20 - 1 ⇒ (17) - 1 = 16 -> +25
4 1d20 - 1 ⇒ (17) - 1 = 16 -> +30
5 1d20 - 1 ⇒ (8) - 1 = 7
6 1d20 - 1 ⇒ (16) - 1 = 15 -> +35
7 1d20 - 1 ⇒ (6) - 1 = 5 <- +30
8 1d20 - 1 ⇒ (10) - 1 = 9
9 1d20 - 1 ⇒ (3) - 1 = 2
10 1d20 - 1 ⇒ (16) - 1 = 15 -> +35
11 1d20 - 1 ⇒ (7) - 1 = 6 <- +30
12 1d20 - 1 ⇒ (2) - 1 = 1
1 1d20 - 1 ⇒ (9) - 1 = 8
2 1d20 - 1 ⇒ (11) - 1 = 10 -> +35
3 1d20 - 1 ⇒ (4) - 1 = 3 <- +30
4 1d20 - 1 ⇒ (1) - 1 = 0
5 1d20 - 1 ⇒ (2) - 1 = 1
6 1d20 - 1 ⇒ (9) - 1 = 8
7 1d20 - 1 ⇒ (11) - 1 = 10 -> +35
8 1d20 - 1 ⇒ (19) - 1 = 18 -> +40
9 1d20 - 1 ⇒ (1) - 1 = 0
10 1d20 - 1 ⇒ (7) - 1 = 6
11 1d20 - 1 ⇒ (17) - 1 = 16 -> +45
12 1d20 - 1 ⇒ (17) - 1 = 16 -> +50
1 1d20 - 1 ⇒ (1) - 1 = 0
2 1d20 - 1 ⇒ (14) - 1 = 13 -> +55
3 1d20 - 1 ⇒ (11) - 1 = 10 -> +60
It's slow. It's excruciating. Sidhon is obviously not god's gift to climbing creatures. Each bit of his climb-and-tie-off is punctuated by slips and pratfalls and the occasional dangling at the end of his rope.
But after 39 separate assaults on the rigging, Sidhon hauls himself, battered and tired, into the crow's nest.
| Sidhon |
If Sidhon is not immediately flogged for tieing off, and sees others of the 'new recruits' having issues (like Gilraen...), he will offer them a harness loop on his rope, help them get to his level, and run tandem tie-offs.
| Zorg the Creepy |
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 4 ⇒ (8) + 4 = 12
Assuming his sub-10 rolls (7s and 9s) meant no progress rather than a drop, Zorg gets up there relatively quickly (12 successes vs. 3 failures).
| Gilraen D. Cirala |
If allowed, I'll gladly take Sidhon's assistance. Do I get a bonus (or better yet, to use a dex check instead of strength)?
If not, here's a second set of twelve.
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (16) + 1 = 17
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 1 ⇒ (3) + 1 = 4
And.....given that set of rolls, one would hope my luck will change soon.
| Noonan |
Noonan find himself unexpectedy inspired by Zorg. There's a part of Noonan that's excited to be presented with what he thinks could be a reliable source of sustenance and possibly a way to distinguish and support himself. There's that and the fact that he's rarely felt wanted.
None too pleased about the abduction bit, things could be worse....and that little blob of teeth and energy is helping him move on from a victim to recruit mentality.
But what the hell is that thing, anyway?
| Apocalypso |
[occ]Thanks for the awesome posting speed and quality guys! I, on the other hand, was trapped between airport limbo for 36 hours... and relatives with dial-up internet. Oy! Anyhoo... home now, and psyched that we are all moving forward.[/ooc]
1-up 5',
2-up 5',
3-critical miss-fall 10',
4-(acrobatics check to see if avoid falling damage)unsuccesful 1d6 ⇒ 6,
(pause to heal?),
5-climb unsuccessful from ground,
(safety rope applied),
6-up 5',
7-up 5',
8-up 5',
9-no progress, no fall,
10-no progress, no fall,
11-up 5',
12-no progress, no fall.
You are now 20' up and climbing at half speed with safety rope. You will need 8 more successful rolls to get to the top.
1- no progress from the ground
2- up 5'
3- up 5'
4- misstep
5- successful check to catch yourself before falling. no progress.
6- up 5'
7- up 5'
8- up 5'
9- misstep
10- successful check to catch yourself before falling. no progress.
11- up 5'
12- up 5'
You are up 35' and need 5 more successful climbs to reach the top.
Noonan:
You are a natural-born rigger. You make almost effortless progress and are the first to the top.
With you are five other "recruits:"
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 5 ⇒ (16) + 5 = 21
| Apocalypso |
With a couple of minor stumbles, Conchobar is doing well-- only 20' from the top after first set.
With a string of imaginative curses at Plugg, the Captain, and anyone who dares to stare at her, a female halfling takes to the rigging.
1d20 + 9 ⇒ (11) + 9 = 20
1d20 + 9 ⇒ (16) + 9 = 25
1d20 + 9 ⇒ (9) + 9 = 18
1d20 + 9 ⇒ (18) + 9 = 27
1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 9 ⇒ (18) + 9 = 27
1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 9 ⇒ (5) + 9 = 14
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 9 ⇒ (20) + 9 = 29
+1 acrobatics check--
1d20 + 7 ⇒ (18) + 7 = 25
You would think her small stature would impede Rosie, but she makes it to the crow's nest at the same time as Noonan, throwing in some acrobatic flips for flair. 4 natural 20's! (Anyone watching her closely might also catch the occasional obscene gesture at Plugg)... all worked into what looks as effortless as a rehearsed circus routine.
An angry human male approaches the ropes with a sneer. He's not about to let a half-sized girl best him.
1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (11) + 7 = 18
Cogswell seems to have skill, but lets his anger at the others besting him cloud his concentration. He stumbles badly at the end and tumbles 35'. Luckily he remembers to tuck and roll when he lands. (First 10' of falling negated, second 10' is nonlethal 1d6 ⇒ 4, Last 15' of falling damage 1d8 + 1 ⇒ (8) + 1 = 9. He is badly injured but looks likely to survive.
A beautiful human woman approaches the ropes:
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (11) + 2 = 13
After a couple of miserable attempts at the ropes Sandara stares down Plugg. Ach! Besmara knows I'm no rigger. Best ye just let me do what I be best at-- treat me right and Besmara's blessings will sail with us. Or do you intend to take the cat to the back of one of her priestesses, Mr. Plugg? No, I didn't think so. Now let me be about healing this lovely lass. Cure Light for Gilraen: 1d8 + 2 ⇒ (8) + 2 = 10
A strange blue man is half-dragged forward. He has been beaten black and well... bluer. He looks to have a couple of broken ribs, an eye swollen shut, and various other painful dislocations.
Plugg taunts him Well boy, gonna make it to the top today? -chortle-
Ignoring everyone, the blue man starts up. He makes good progress despite his injuries, until Plugg swats him with a sap. The blue man falls, and the snickering cohorts push him back down a hatch. You hear him crash as he falls down the stairs. The pirates continue their belly laughs at his expense.
Sidhon
Plugg sees Sidhon creating his harness and yells, What in blazes do you think you're doing? After Sidhon's reasoned response, Plugg's mouth twists a bit, trying to formulate an answer. Finally he comes up with Safe? Did you hear me say anything about safe you little wyrm? I said fast! Now climb you little lizard or we'll find out if kobolds really do taste like chicken!
| Apocalypso |
Luckily for Sidhon, Plugg gets distracted by Rosie's obscene gestures at him, which allows Sidhon to go forward as he likes and also help Gilraen.
All the action has been happening simultaneously, with laughing, betting, and crude remarks down below. Kind of like gym class in hell (hello, redundant?).
Plugg gets upset at Sidhon, apopleptic at Rosie, frustrated at his inability to attack Sandara and viciously amused by tormenting the blue man. Finally when Noonan and Rosie reach the top Plugg yells, Enough! The big, ugly one and the half-girl are riggers. The rest of ye useless slobs that let a half-girl beatcha, getcher arses down here for the next test.
| Zorg the Creepy |
Zorg stares up at Noonan and the halfling girl as they blow past him to the crow's nest, then down at the captain from his position on the rigging, with a disappointed look on his face. He scampers down to the main deck and stands at the front of the group, at attention and awaiting directions for the next task.
| Sidhon |
Sidhon fades out of Plugg's immediate regard. As he waits for the others to climb down from the rigging (no quicker than ascendng the rigging), he coils the rope and twine around his waist and torso - stowed for later use.
Once he's secured the rope, he sets about assisting the other captives down safely. Sidhon uses mage hand liberally to reposition rigging, sheets, and spars; and prestidigitation to provide sure grip (sticky), etc.
| Apocalypso |
Plugg gestures to the fallen Cog. Haul that trash to the Chirugeon. See if he can get him in shape to be more useful tomorrow. His grunts quickly comply.
Now as fer the rest of ye... line up here fer the next test
Once the remaining "recruits" have shuffled into line, Plugg will ask each one a question.
First up is the purple-hatted gnome. Plugg jams the butt of his whip under Conchobhar's chin and screams into his face. You! You dandified mouse! Can you c-cook?
Startled, and clearly expecting another kind of question, Conchobhar simply stammers, N-no.
Plugg goes to Sandara next. Whaddabout you, missy? Can *you* cook?
Sandara smirks. No sir! and meets Plugg glare for glare.
Sidhon is next. And whatabout you, Mr. Frog? Cook anything besides flies lately?
| Sidhon |
"Patching tar and laminating glue. But nothing you'd want for chow. And they were out of good charcoal at the bar. If I might request - please don't let the blue guy cook." Looking very reasonable (if you read kobold expressions), "Did you shanghai the cook at the bar you took us from - y'know, where all of us what can't cook were buying food? He made a good stew."
| Apocalypso |
| 1 person marked this as a favorite. |
A vein on Plugg's smooth head begins to pulse.
You think yer smart, huh? You think yer smarter than me? Well, we'll see how much you smart after a taste of the cat. He signals to some of the boys to lash Sidhon to the mast, and tear open his shirt (robe?). Then he lands a solid swipe with the cat-o-nine-tails.
1d4 ⇒ 1 (nonlethal damage)
Got anything smart to say now?
Next he'll go to Zorg and Gilraen, and storm at them each in turn, What about you, can you cook?
| Sidhon |
A vein on Plugg's smooth head begins to pulse.
You think yer smart, huh? You think yer smarter than me? Well, we'll see how much you smart after a taste of the cat. He signals to some of the boys to lash Sidhon to the mast, and tear open his shirt.
"Do you mean me to answer that, Mr. Plugg, sir? Beg your pardon, but as I'm new it's hard for me to tell yet when ye're looking for an answer or not."
'in for a penny... And he was the one that called himself dumb..'Then he lands a solid swipe with the cat-o-nine-tails.
1d4 (nonlethal damage)
Got anything smart to say now?
"I'm still having trouble with when you really want an answer. I'm guessing, right now, that's a 'no'."
| Gilraen D. Cirala |
Well enough to keep this crew from starving or getting sick? Certainly. Well enough to keep you or the Captain happy, rather than simply not hungry? Unfortunately, I do not think so, sir.
Bluff: 1d20 + 4 ⇒ (15) + 4 = 19
At least – I can cast purify food & drink all day. Tasty, not really, but no food poisoning either.
| Apocalypso |
@Sidhon:
Plugg gives a grimace which may be what passes for a smile on his bitter face. Still trying to be clever? This will teach you. From now on your only words to me will be "yes, sir" or "no, sir"
He gives him two more strikes with the cat o nine tails.
2d4 ⇒ (4, 3) = 7 (non lethal)
Then he glares at Sandara, the human woman. And anyone who tries to heal him will get the same.
EDIT: That's 8 points of non-lethal damage. I believe Sidhon falls unconscious at this point. Non-lethal damage heals at the rate of 1 point per hour.
Plugg signals for Sidhon to be taken to the Brig until he regains consciousness.
@Gilraen:
Well, it looks like yer the new cook's mate. Congratulations! Report to Fishguts in the Galley. Let's hope you make yerself useful to 'im. Ye don't look strong enough to be a swab, and I could only think of one other job for one who looks like you. His gaze oozes down Gilraen like slime.
@All the other Recruits:
If'n yer not a rigger, and yer not a cook's mate, then yer a swab. You'll report to Mr. Scourge, here. Give him the same respect you give me... or suffer the consequences.
| Apocalypso |
Sidhon, when you awaken you find yourself in cramped quarters with a human male, and the strange blue man. You have makeshift bandages binding your welts from the cat. The blue man is looking at you with concern, the human man seems indifferent to your existence.
Gilraen, you are led down to the galley, and introduced to "Fishguts" Kroop. He is a fat slovenly human man who reeks of rum. Heya, what's this then? What've the nets caught this time? A pretty fish indeed. What? She's to help me? About time, too. I'm Ambrose Kroop, but they all just call me "Fishguts." Don't be scared, I won't bitecha. Do a decent job and its a better job then most aboard this death trap. Here're some nets. We'll be needing more fish for the Captain's dinner.
Make a DC10 check to catch fish using either Profession (Sailor) if you've got it, otherwise use Survival.
Look under Campaign Info at Daytime Activities and decide if you'd like to take a +4 and really concentrate on fishing, or take penalties to fishing and try to do something else as well.
Plugg says Alright there you riggers, you belong to me. We've taken storm damage to the mizzenmast. Get up there and make 'er right.
Noonan- Make several DC10 climb checks until you reach 30'.
(like you did before, but only 30' up)
Every time you roll 10 or more, you climb 5'.
Every time you roll less than 10, roll again.
. . If successful the second time you don't fall, but you don't climb.
. . If you fail the second time, you fall.
........ If you fall, make an acrobatics check to take less damage.
. . If you roll a "1" you automatically fall.
........ Make an acrobatics check to take less damage.
Once you get 30' up, make a DC 10 Profession (Sailor) check, or a Dexterity check to see if you were able to make the repair.
You can take a +4 on every roll if you decide to focus and do a good job. Or you can look at the daytime activities (in campaign info), and take a penalty as you try to accomplish something else today.
Rosie the halfling says to you. Hey, I guess it coulda been worse, right big man? At least we get to be in the open air.
Working on Swabs... probably won't get it done until later...
| Noonan |
Noonan looks down to Rosie suspiciously and mutters "Yeah."
Upon being given the Plugg's order, Noonan replies "Yeah." and heads right on up with relative ease. Climbing stuff without branches is pretty easy...
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (17) + 5 = 22
Noonan expects he'll be able to figure things out once he gets up...otherwise, why else would Plugg send him up to fix it? He keeps an eye our for Rosie and her nonsense.
He sees something that looks like it could use repairin', and...
1d20 + 5 ⇒ (9) + 5 = 14
Since I made normal checks with the above, I'd like to try to influence Rosie.
| Gilraen D. Cirala |
I’d love to chat with the woman who healed me – I never even got to thank her. Maybe in a day or two. Today, however, I’m going to fish. This should be….interesting.
Survival:1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Looks at the rather pitiful haul. Good thing I didn't let myself get distracted.
| Apocalypso |
Looking over Conchobhar, Sandara, and Zorg, Scourge looks distinctly unimpressed. Really, Mister Plugg, is this the best you could come up with? Two midgets and a woman? Was there a half-price sale on runts at the circus? Plugg laughs and leaves Scourge to mind the new swabs.
Well, we'd best get some use outta yeh. Mebbe the little runts will be good at chasing rats. We've had a plague o' them belowdecks, eatin' up our stores. If you all would like sumthin left to eat, ye'd best go fight the rats for it. Bring me 3 dead rats each, or no supper.
If you do nothing else but ratcatching, you will have 5 chances to make a DC10 stealth or survival or dexterity check to catch a rat.
If you would like to try to influence (talk to) an NPC in the meantime you will get 4 checks.
If you would like to explore a nearby part of the ship, you will get 3 checks.
| Sidhon |
Groaning awake, Sidhon takes in the cramped brig, and the other two occupants. He briefly checks the rope around his waist to ensure he gained a small something.
"Well, at least Mr. Plugg thinks that feeding the crew sealing tar or laminating glue is smart. Or was that clever? I distinctly recall him calling me both smart and clever - so I guess that's a start," <groan>
More directly addressing the two other individuals in the small brig, "Whoever bandaged me, my thanks. My hide is thick, but it won't sell for nearly as much if it's scarred."
"My name is Sidhon. What can I call each of you? What are your roles on this ship? I used to be a shipwright, but apparently at the moment I'm just annoyingly clever." Sidhon tries to sit up nonchalantly, but that turns out to be incautious and unsuccessful. He eventually reaches a sitting position, but the process is punctuated with winces and groans. Once vertical, Sidhon looks somewhat less comfortable than earlier. He does look a bit more alert.
| Zorg the Creepy |
Zorg looks positively crestfallen that he has not been made a rigger. Until Master Scourge mentions rat catching, at which point he perks up noticeably. When they are released to the task, he goes below with the others, patting the pocket where Yalla is and trying to communicate that this is not a time to come out and play. Caution. Stay close to me.
Once below, he scurries around like a madman, or perhaps more like a rat himself.
Stealth: 1d20 + 13 ⇒ (20) + 13 = 33
With disturbing speed and enthusiasm (and apparently feeling no ethical reluctance given his familiar's own nature), Zorg swoops up a rat, rings its neck like a pigeon, and considers eating it himself before racing the corpse it to the main deck to Master Scourge and heads back down.
Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
And again... This time, however, he pauses from his happy work to explore a part of the ship. When he senses his time is up, he goes back to catching rats.
Stealth: 1d20 + 13 ⇒ (19) + 13 = 32
He drops a third dead rat at the feet of Master Scourge and grins up at him.
| Apocalypso |
Sandara and Conchobhar chatter to each other amiably as they go about rat catching. Both seem friendly enough, but not sure what to make of you.
Conchobhar Stealth: 1d20 + 10 ⇒ (8) + 10 = 18, 1d20 + 10 ⇒ (14) + 10 = 24, 1d20 + 10 ⇒ (15) + 10 = 25, 1d20 + 10 ⇒ (15) + 10 = 25
Sandara Stealth: 1d20 + 5 ⇒ (15) + 5 = 20, 1d20 + 5 ⇒ (11) + 5 = 16, 1d20 + 5 ⇒ (2) + 5 = 7, 1d20 + 5 ⇒ (6) + 5 = 11
| Zorg the Creepy |
With found time, Zorg will attempt to sneak off to climb down the ladder to explore below the aft section.
Zorg's Stealth: 1d20 + 13 ⇒ (9) + 13 = 22
Yalla's Stealth check: 1d20 + 18 ⇒ (18) + 18 = 36
| Apocalypso |
The area you've been catching rats in is A10. The area you are headed toward is A11 (maps available on Obsidian Portal).-- The following descriptions are posted there as well:
A10. Lower Hold and Crew Berths: Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast
and the stairs leading up. A trap door just behind the mainmast opens onto the bilges below (area A11). The hold is currently empty of cargo, but several (padlocked) footlockers line the walls.
A11. Bilges/Brig
The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern.
The bilges also double as the ship’s brig, and six sets of masterwork manacles with average locks are fixed to the bulkheads in the
aft portion of the deck.
You hear voices echo off the brackish water filling the bottom 1' of the hold. A number of discarder crates lined with filthy straw have been tossed down here as well. As you begin to investigate, a tiny spider with a bright red body and black legs drops on you. Roll initiative.
Spider initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Spider bite: 1d20 + 7 ⇒ (4) + 7 = 11
Spider damage: 1d3 ⇒ 1 plus poison 1/Str damage/round for 4 rounds. Fortitude save DC10 chance each round.
| Zorg the Creepy |
Zorg tilts his head, trying to pick up details about the voices he hears when the arachnid lands on him.
Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Reacting quickly (Ack! Red means bad!), Zorg draws his dagger and attempts to spear the spider on his body; it's only in mid-stroke that he realizes the flaw in this plan.
When a goblin, play a goblin, I say!
Mwk dagger: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d3 ⇒ 3
| Apocalypso |
LOL!
The spider landed on Zorg's shoulder. He reacts quickly, but the nimble spider darts out of the way. Owing to the odd angle, Zorg also fails to stab himself.
The spider's return bite also fails to land solidly, since it had to dodge. And neither does damage to the other (or themselves) this round. You're up.
| Noonan |
Noonan recognizes no particular reason to influence Rosie, especially given that she appears pretty friendly thus far. Instead of trying to influence her, Noonan will rely upon his natural abilities to connect with her and share with her
"I like this job."
Release an affirmative grunt-like exhalation and twist, almost painful sorta' smile.
"You like it?"
since he's not trying to influence, he'll take an opportunity to explore an area of the ship
Perception
1d20 + 5 ⇒ (9) + 5 = 14
Not being familiar with ships, he'll just explore where his big feet take him when he gets the chance.
| Zorg the Creepy |
Zorg tries another tactic, attempting this time to fling the creature off his body with the side of his dagger's blade so that he can deal with it from a distance.
Not sure how you want to handle this. Some type of combat maneuver, probably, but what? I'll just roll and let me know if you need something else.
Mwk dagger: 1d20 + 2 ⇒ (11) + 2 = 13
| Gilraen D. Cirala |
OK, so is my job covering for him when he’s like this, or covering UP for him when he’s like this? I was kind of hoping I’d at least learn to do some of the basics before he lost it completely.
“What can I do next? I don’t mind cleaning the fish, but I don’t really know how to. If you show me on one, I’ll try to do the rest so you can take a break.”
| Apocalypso |
How do I do the spider's CMD? Is it static, like AC? Or do I roll and add the CMD bonus-- and then contrast that with your CMB roll? We never really did special combat moves in your games, so I'm a little vague.
Alternatively-- you could do an unarmed strike. Nonlethal damage, but hopefully you'd get the spider to drop off or fall unconscious.
Here's a description of the Galley which will now also be posted on the Obsidian Portal website:
A8. Galley: The galley is the domain of Ambrose
“Fishguts” Kroop, the drunken ship’s cook. 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, and finding
anything in here requires a Perception check. 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 see 8 or so servings of fine food and presume it is for the officers: Breading waiting for the fish, asparagus topped with almonds and cream sauce, garlic mashed potatoes, thick chunks of fresh bread with sharp cheese, and apples in brandy and cinnamon for dessert.
What you take to be a big cauldron of stew for the crew doesn't look half bad either... carrots, potatoes, onions, and beans in a savory milk sauce...is all just waiting for the fish.
The vegetables and milk all appear fresh, apparently just picked up in Port Peril. You don't know how long they'll last, especially since they're just left out in the sweltering kitchen.
Fishguts starts when you speak, and stares at you blearily before registering your words. Then he staggers over to see what you've caught. Not bad for yer firsht day of fishing. It were yer firsht day, right? -hic- Hand 'em over and ol' Fishguts'll show ya how ta clean and debone 'em.
He grabs a wicked looking filleting knife with a shaking hand, that might make you a little worried. But apparently Fishguts is so experienced at this that he cleans 3 fish for each of yours without ever knicking so much as a finger. Before long, some of the fish are frying merrily in breading and the others are bubbling in the stew.
Not bad for a fine lady like you, not bad. They might even let you keep that pretty skin.
A meek teenaged human girl comes in. Oh, heya Caulky, thish here's ... Waittaminnit, I never even caughtcher name. That there'sh Caulky. She's the Captain's girl
Caulky gives you a timid smile, and then hurries out with silver-domed trays expertly balanced, heading for the officers' table.
Well you'd besht get back to the main deck yershelf. Mr. Plugg'll be wantin' to give his end of the day pep talk. If'n he asks me, I'll tell 'im ya did good today. Before you leave you see him reaching for his flask.
Play by post's a little weird in that I'm posting 3-5 segments of conversation at once. You are free to interject your segments in the same manner. If something comes up where you would have completely taken the conversation in a different direction, I'll amend to fit. We do it this way so a conversation doesn't take for...ev.. ver...
| Gilraen D. Cirala |
When Fishguts wasn't looking, I would hit the officer's food w/a purify as a precaution. I'd also do the same on the kettles of regular food. Purify shouldn't do anything to the taste, just remove the salmonella and other yuckies from it. I refuse to take the chance on anyone getting food poisoning my first day in the kitchen.
When he introduces Caulky, Gilraen flashes her a smile. I'm Gilraen.
| Apocalypso |
Even though you aren't certain how to repair the mizzenmast, the other, more experienced riggers are. Normally, they aren't a very friendly lot, but they quickly figure out that having someone strong with a long reach is going to make their day a lot easier. So they are very patient and encouraging to you. Rosie (as the other new rigger) is chosen to go far out on the mast and hold it in place whilst you-- insert appropriate ship repair jargon here--
With their guidance and your strength the job gets done relatively easily.
You give your great soliloquoy to Rosie as she's returning to the rigging, after being perched high up on a swaying, broken mast for several hours.
If ye hadn't just kept me from f#+&ing dyin' I'd punch you right in your ugly f$$~ing damned face! She gives you a little smirk as she says it, then eagerly scampers down to the solid-ish ground. Make of that what you can.
Finished with their task somewhat early, most of the riggers find ways to appear busy, so they don't get assigned more real work. You are left with a little time to explore.
The mizzenmast swings above the Poop Deck (Area A2 on your Obsidian Portal Ship Map). There's something on the other side of the mast from you that's been swinging in and out of view all day. If you go check it out, it's an iron cage with the mostly decomposed remains of a human corpse. An ugly, molting parrot perches on top of the cage and shrieks at you, Harmak Gruft is LUCKY at dice!-squawk- Lucky at dice! Are you as LUCKY as Harmak Gruft? He tilts his head at you as if awaiting an answer.
~~Your response~~
If you climb down from the Mizzenmast, you'll land on the Poop Deck. As you begin to head off empty-handed, a ratfaced halfling (you've heard called "Ratline") hands you some rope and a bucket of tar. Wherever yer going, hold these, and try to look like yer fixin' something.
You can then explore the Poop Deck (A9) and the Main Deck(A3) which will be updated on Obsidian Portal.
A2. Poop Deck:
This raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel.
The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads.
An iron cage hangs from the side of the mizzenmast, containing the body of Harmak Gruft, a pirate who beat the captain at dice. Gruft is dead, but his ugly parrot Pluck perches atop the cage, still waiting for its master to awaken. Captain Harrigan and Mr. Plugg spend most of their time on this deck. When the captain is on deck, the poop deck is off-limits to everyone but officers.
A3. Main Deck:
The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and can be crossed with DCXX Acrobatics or Climb checks.
Several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. The ship’s clock, a macabre brass-and-copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday.
Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold (area A6) 15 feet below.
There are two doors at the fore and two doors aft of the ship.
A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature). It is locked with a good lock.
A small jolly boat (a rowboat) sits on the deck next to the port rail. It has two sets of oars but no mast.
As I told Gilraen, I did several segments at once to speed things along. You are free to intersperse your reactions throughout. If you want to do or say something in a different direction then I've outlined (a mad unprovoked killing spree, for example) go ahead and do what you wish and I'll alter the progression accordingly. It's less organized, but faster than one sentence at a time.
| Noonan |
Noonan is proud of his work and very pleased by the acceptance and support he's received from the others on the ship.
Funny how quickly things change: He was about to kill that guy in the bar one minute, and the next *POOF* he's about as happy as he's ever been.
Can't wait to try the food...wonder if it's all you can eat?!
He's also very pleased with the impact of his schmoozing effort with Rosie. He feels he's as good at it as he always thought he would be.
She's an odd one, though...it appears as though she'd be pretty easy to kill once you caught her.
Noonan tends to assess most significant relationships in such a manner (How hard would it be to kill you?) as it provides a way of ranking their value/threat to him and helps guide his behavior with them. The key to the system is that if they seem hard to kill, then he won't try to get into a situation in which he has to kill them. Noonan created this system on his own.
But catching her would be really hard. I can't imagine she'd be able to do much damage of any sort...anyway...
He wouldn't know the history of the bird or dead body
To the parrot, Noonan replies "No". Noonan then realizes he's talking to a bird and then goes with it...and offers "I'll take care of you, bird" and sticks a finger out to see if the offer is accepted.
Noonan feels very indebted to Ratline for the advice (he seems he's be easy to kill).
| Apocalypso |
To see if the parrot will come with you, roll a "Handle Animal" check. Since you probably don't have skill points in it roll:
(dice)d20-3(/dice) The -3 is the charisma penalty.
Luckily for Zorg the CMD is static, cuz the spider's CMD is exactly 9. So with a little hysterical swatting, Zorg manages to brush off the spider. It lands on a piece of flotsam in the water about 5' away.
Hmmm... lower than 50 it runs away, higher than 50 it comes 'round for another attack... 1d100 ⇒ 81
'k, here we go
attack: 1d20 + 7 ⇒ (20) + 7 = 27damage: 1d3 ⇒ 1
The spider appears angry as it squares off against its nemesis, jumps, and lands a solid bite on Zorg's nose for 1 point of damage.
Make a Fortitude Save 10 or lose 1 pt of STR as well. Lose 1 pt of Str for another 3 rounds after, until you make the save.
| Zorg the Creepy |
Zorg curses in Goblin as the spider bites him. Almost reflexively, he channels the magic stored in Yalla's being and attempts to send the nasty little blighter to sleepy-time. Do spiders even sleep? Let's see.
Cast sleep, Will DC 15. I'm guessing the spider will get an attack of opportunity?
| Apocalypso |
Unfortunately for Zorg, the spider doesn't seem to notice the sleep spell. (I'm not even going to count the round it normally takes to go off. It will just take its normal turn:
attack: 1d20 + 7 ⇒ (11) + 7 = 18, damage: 1d3 ⇒ 1
And the spider gives another determined chomp to Zorg's nose. Another point of damage, and make another Fortitude save.
| Zorg the Creepy |
Fortitude: 1d20 + 2 ⇒ (19) + 2 = 21
Now enraged and howling, and against his better judgment (and that's saying something), Zorg resorts once again to stabbing at the spider.
Mwk dagger: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d3 ⇒ 2
Out of the corner of his eye, a glint of metal from one set of manacles that is somehow free of grime catches his attention. Oooh! Shiny! He moves toward it in a jerky motion.
As a swift action 1/day, I can be momentarily distracted at an opportune time, gaining a +2 to AC for a round.