Beer The Halfling
|
Beer assesses his new comrades, noting the size and strength of Harisko and Kiltem.
These two may indeed by able warriors.
He is gives side-eyed glances to the others. He is more unsure about them, but their report with the strong ones is a good sign; there is strength in numbers.
Beer gives the briefest of handshakes, but turns his body away from them and speaks out the side of his mouth.
Careful, laddys. A wise pirate knows a press ganged crew that is too mouthy is but a flea's prick away from mutiny. It be better if we saved the gab for a moment when that bastard not be threatening us with that whip
| Dungeon Master S |
The budding camraderie gets cut short by Mister Plugg, "You there! Kiltem is it? Good work and get bloody used to it. You're a rigger now. And you work directly for ME now." There are cheers from some of the other recruits and a genuine smile from Sandara.
Once down Plugg's face twists a bit in what you think is agony, but quickly determine is him thinking. "Before I forget, I need to know if any of the other 5 of you sorry lot can cook. Can any of you actually and rightly cook?!" He looks directly at Beer, "You're a halfling, slavery and servitude is in your blood, right? If none of the rest of you can cook, then it's going to be the one you call Beer."
Beer The Halfling
|
Beer's face turns red at the indignity and clenches his fists into balls at his side. He feels a heat in his belly intensify and burn its way into his chest. Every fiber of his being tells him to pull out the boarding ax hidden by his right calf and embed it firmly into Mister Plugg's crotch. He pushes it down.
His pride has him considering protesting for manlier work, but he wonders if it'd be wiser to acquiesce...
Aye, don't let them see you comin'. They'll learn soon enough.
Sir, I can't claim to be the best cook, but I do me best...I was not the..er...chef of my clan er tribe er...nest or whatever..
Beer puts a hand up to his mouth shielding it from Mister Plugg's view. He leans over to Rosie blatantly and whispers.
...halflings live in nests, right?
| Dungeon Master S |
Rosie snorts at the comment, and promptly tries to hid the smile. She whispers in the halfling language
"The cook is a decent human, but his only nourishment is rum. I think Plugg needs a sous chef, and it's not a bad gig. Certainly better than rigging."
Beer The Halfling
|
Beer gives Rosie a confused look and strains to make out the few words of the halfling dialect he can remember.
He looks back at Mister Plugg and forces a smile.
cough Erhem, ah, yeah, so sure cooking...cooking is what I do...point me to the nearest spatula and me get right to it.
| Dungeon Master S |
Plugg snorts, "All right slip you’re a cook’s mate now, Go see Fishguts!”
He paces back and forth a bit before continuing, "The rest of you motley crew are swabs. Report to Master Scourge NOW!"
| Dungeon Master S |
Okay pirates. Get ready for the life. We'll be tracking the Pirate's life for a bit. Each day has a schedule where you have options. DAILY ACTION
Life on the water is never easy.
CRACK! goes Master Scourge's whip, "Get yer sorry arses to work!"
Kiltem: Rigger: 1d6 ⇒ 2
Beer: Cook's Mate: 1d6 ⇒ 1
Ko: Swab: 1d6 ⇒ 1
Lucky: Swab: 1d6 ⇒ 4
Arthur: Swab: 1d6 ⇒ 4
Slappy: Swab: 1d6 ⇒ 1
| Dungeon Master S |
Ship's Action WORK
Kiltem: Line Work: Hard work hoisting and lowering sails,
requiring a DC 10 Profession (sailor) or Dexterity check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Beer: Cooking: Individual Post forthcoming.
Ko: Clean the bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Lucky: Line and rope work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Arthur: Line and rope work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Slappy: Clean the bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Ship's Action Day
Kiltem: TBD
Beer: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD
Ship's Action Night
Kiltem: TBD
Beer: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD
The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: TBD
Beer: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD
| Dungeon Master S |
You head down to the galley, passing by a slew of sailors. The faces are still new, and the names slide off your memory quickly for now. Fishguts, however, is hard to forget. He smells of rum, but his smile is genuine. There is no introduction. He simply takes a swig and looks you right in the eye, “It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em. Now. Let's get cooking." Today Kroop is sober enough that you don't need to work, just keep him company.
| Arthur Cantor Delgado |
Arthur takes the first day to do a few things: familiarize himself with the ship, familiarize himself with the work detail, and establish himself as The Friendly One. He's quick with a smile & laugh, as quick as he can be with a joke, and will even join in any shanties someone else starts.
Profession (Sailor): 1d20 + 5 ⇒ (13) + 5 = 18
he's even competent enough at the tasks at hand to lend assistance to anyone who may be lagging if this is an option...i'd like to keep Plugg from whipping anyone to whatever extent that's possible
he takes the first chance he gets to speak a word to Sandra...
If any of these barnacles bothers such a pretty lady, I'll protect you!
As the shift winds down, Arthur speaks to Lucky (since they are doing the same job, I imagine they can get to know one another?).
I'm not to break any rules or ruffle any feathers yet. I'm sleeping--see you in the morning!
Con check: 1d20 + 1 ⇒ (14) + 1 = 15
With the first day of hard labor behind him, Arthur sleeps like he was born on a ship at sea!
| Kiltem Stormcrow |
Ship's Action Day
Profession/sailor 1d20 + 7 ⇒ (6) + 7 = 13
Con/fatigue 1d20 + 2 ⇒ (10) + 2 = 12
Kilt really doesn't think of himself as much of a climber. He notices some of the other riggers can move like monkeys around in the rigging. He does his best to emulate them, but doesn't quite measure up. But as far as the work goes, he more or less knows what he is doing. He had been serving on ships off and on since he was fifteen.
He did find once he got going, that he really did love being so high up in the sky! He liked the cool breezes and heady feeling he got being 60' or more up in the air. When he had a few moments to himself, he did a little meditating on the air and sky.
He was even in such a good mood he sang an old shanty he learned from his mum and liked to sing on other ships while working.
When I was a little boy or so my mother told me,
Way haul away, we'll haul away Joe!
If you do not kiss the girls, your lips will grow all moldy,
Way haul away, we'll haul away Joe!
King Osric was the Usurper before the Revolution,
Way haul away, we'll haul away Joe!
Then he got his head lopped off, spoiled his constitution,
Way haul away, we'll haul away Joe!
Way haul away, we'll haul for better weather,
Way haul away, we'll haul away Joe!
Way haul away, this good ship now is rolling,
Way haul away, we'll haul away Joe!
Untrained singing/Cha 1d20 - 2 ⇒ (11) - 2 = 9
Kilt knows he isn't a great singer, and has served on enough ships to know that he doesn't have what you call "the social skills". If his fellow riggers hate his singing he will stop and just hum along to himself. If they join in he will stretch it out for as many verses as he can recall...
| Kiltem Stormcrow |
Ship's Action Night
Kilt generally enjoyed his first day of enslavement. As his work shift ended he accepted his bowl of whatever the galley was handing out. Especially if it was his new friend Beer, he was sure to say Thanks and chat for a moment if he could.
The big lad, was happy to find somewhere to sit, eat and rest for a bit. If able, Kilt would try and talk or at least say hi to the little halfling female he briefly met earlier. If he finds out her name is Rosie, he thinks this is great. Kilt tells her how he likes roses and thinks they are wonderful. He shows her the dried rosa rugosa he carries.
Cha 1d20 - 2 ⇒ (17) - 2 = 15 Influence Rosie. Hopefully, she can see that he is at least genuine and not just trying to use her or get something from her
If Kilt notices anyone is horribly fatigued and suffering he tries to help them a little. While he doesn't have the more powerful magic to alleviate fatigue. He does have a create water orison. He would try to find a bucket or anything to hold water in and make sure the fatigued person got plenty of water at least.
Ship's Action Witching Hour
Kilt goes to sleep. It doesn't occur to him to even try to sneak around to do anything
| Arthur Cantor Delgado |
| 1 person marked this as a favorite. |
Kilt knows he isn't a great singer, and has served on enough ships to know that he doesn't have what you call "the social skills". If his fellow riggers hate his singing he will stop and just hum along to himself. If they join in he will stretch it out for as many verses as he can recall...
Arthur pipes in with verses he remembers...
The cook is in the galley boys, Making duff so handy
Way, haul away, we'll haul away, Joe!
The captain's in his cabin lads, Drinking wine and brandy
Way, haul away, we'll haul away, Joe!
Way, haul away, I'll sing to you of Sandy
Way, haul away, we'll haul away, Joe!
Way, haul away, she's just my cut and dandy
Way, haul away, we'll haul away, Joe!
Sing, untrained: 1d20 + 3 ⇒ (13) + 3 = 16
He manages to actually carry the tune pretty well.
| Kiltem Stormcrow |
That is one of the songs I learned from Reagh. I used to sing it to my son at bed time when he was younger. I learned it as "sing to you of Nancy, just my cut and fancy". I'm sure there are tons of various verses and versions of it.
| Arthur Cantor Delgado |
| "Lucky" Lucas D'Endrin |
Oi! Check the Discussion Tab for a primer on PbP. If you're not new to these boards, still look and add anything I missed please. Maybe we an get a re-usable post for DM S to use on his other games with your input.
| Harisko "Ko" |
Day action
Con: 1d20 + 1 ⇒ (3) + 1 = 4
“You are probably correct Slappy, putting us down here was meant as a cruel joke.” Harisko shuffled forward on his hands and knees. Slappy danced along his back. “ Nevertheless, we made the best of a bad situation. One of us too tall for these dank confines, the other too short to reach the soiled ceiling. Together, we are the perfect pair.” Ko spoke common with measured precision, pronouncing each word with smooth deliberation. To him, common was a trade language; it meant business and negotiation. Friendly banter was the purview of Beysan Sinsin, the polygot-common pidgin of the Bekyar slavers. Many of his blood-brothers turned mortal enemies spoke no other language save memorized bits of infernal prayers. They were not captain’s sons, and were not afford education beyond the ship, the sea, and violence.
Slappy chattered away as he worked from atop Harisko’s long, broad back. Ko grunted and laughed and muttered. He wasn’t really there. He scrubbed hard, losing himself in the physical exercise. When this ship’s mine… he thought.
| "Lucky" Lucas D'Endrin |
Lucky makes use of his dexrous fingers and nimble feet to help speed along the work.
He generally stays quiet, but is friendly enough to any who offer friendliness. If anyone besides the bosses try to push him around or to assert dominance, he will resist and push back.
Profession: Pirate: 1d20 + 4 ⇒ (18) + 4 = 22
Constitution: 1d20 + 1 ⇒ (8) + 1 = 9
The hard work took its toll on the human. His face was flushed and his hair was soaked with sweat. As he collapsed into the hammock he was assigned, he fell into an exhausted, dreamless sleep.
Ooc- No night or "Up! All night" activities.
| Slappy Wundershart |
| 1 person marked this as a favorite. |
My posting schedule is seems to be much different than most on here. My personal internet time is non-existent / very limited work hours. So I can't read and I surely can't post during working hours with the exception of my lunch break, and that is dependent on what else I need to accomplish during that time (like read and enjoy the prolific posts from you all).
With that being said Slappy's posts will require a bit more effort than my previous characters, so most of my posts will be in the evenings when I'm not enabling others gambling habits :D So please be a little patient with me.
As with the last campaign, if I need to be botted that is fine. I'm ok with any of you to bot me when necessary.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Craft Alchemy: 1d20 + 8 ⇒ (13) + 8 = 21
Int Check: 1d20 + 2 ⇒ (14) + 2 = 16
During the short downtime, and climbing Slappy will try to befriend Tilly This name makes me snicker every time I read it Damn you Rich and Eric for ruining this name for me for eternity :D Bracket and Jack Scrimshaw.
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
I can think of no one else I would rather be down here with cleaning the bilges. Slappy says with an eye waggle and a slight nod to an imagined audience other than Ko. He was being honest, but the slight sarcasm was lost on the bekyar, but would give the imagined audience a slight smirk.
The gnome not known for his work ethic when asked to perform manual labor agrees with Ko's plan. He has no problem "riding" Ko's back for the day. The truth was Slappy could have the bilges sparkling with hardly any effort at all, but he'd rather have Ko working not giving him time to think and brood besides those muscles needed to work to stay strong.
Captivity, forced labor? Not Slappy's first rodeo. As he thought this, he did his best gangam style Ko's back. As he finished the dance it finished his spell and the prestidigitated magic started doing his work for him.
Must you stomp on my back Slappy? Ko asked slightly disturbed from his thoughts.
Sorry Ko but I must. I was thinking of the maid with the big bust! Slappy said with a giggle. Ko's grunt signaled that he really wasn't listening for the answer.
Slappy's thoughts turned to those that he met today, and the rest of his time was spent going over and creating a new routine for the crew of the ship using their names. He sure did miss his journal. It always served him well to write down notes to keep his routines focused.
Every so often he would try a joke or 3 on Ko, but the big man's snickers were off time and he might be laughing at what he was mumbling in his strange natural tongue.
DMS Slappy will do little to no actual labor, only picking up and cleaning if one of the ships crew come down to check on them. He will also assist Ko to make sure he doesn't have to work to hard
Night Actions- Entertain Perform Comedy: 1d20 + 8 ⇒ (13) + 8 = 21
| Arthur Cantor Delgado |
DAY 1--UPDATE/RETCON
I thought better of things. I'd posted "I'll sleep" before carefully reading that we can do "night activities" separately from "witching hour" activities.
Arthur moves about the ship in the evening. He's already made it clear he's...interested in Sandara, but he does not want to overplay his hand this early. Instead, he looks for friendly--or, at least, not openly hostile--faces. He settles on the rigger "Ratline" Rattsberger and tries to have a conversation, to get to know How Things Are on board. One question he is sure to ask, after they're warmed up, is whether the gear they had on them when they were pressed is on board, and whether it will ever be returned to them.
...I have a trinket I like very much, I call it my "lookout." Little skull of a baby monkey (actually an "orangutan" which Arthur annunciates in a bit of an exotic accent: or-RANG-uh-TAHN) which I'd absolutley HATE to lose...
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
| Dungeon Master S |
I'll try to sort and summarize when I get home. Check Phil's post. (We have a lot of this peppered through book one.
-Posted with Wayfinder
Beer The Halfling
|
Have to make a quick post instead of something more colorful, but want to move things along
Beer spends his first day trying to get on Fishguts's good side and get some information. Fishguts has been forthcoming with his feelings about Captain Harrigan and Beer assumes it's safe to gently inquire about the following items:
diplomacy: 1d20 ⇒ 16
- possible locations of stolen gear Tis a shame, me ax was a gift to which I am sentimentally attached...I wonder where it be kept...
- powerful enemies of the captain among the crew Aye, Cap'n Harrigan sure has a funny way with the crew. I be surprised he has kept his command for so long...you been cooking grub for these scallywags a long time, anybody ever try tah...you know...force a change in leadership...
- drink rum hey ah, mind if me have a taste of that?
| Dungeon Master S |
Hey guys, I just got home, and there's a LOT to catch up on. I'll make a single cohesive post in the morning.
| Dungeon Master S |
Ship's Action Day
Kiltem: Line work
Beer: Cook's Mate
Ko: Bilge Cleaning
Lucky: Line work
Arthur: Line work
Slappy: Bilge Cleaning
Kiltem, Lucky, and Arthur all do a solid job with line work, though Kiltem's voice isn't great, he joins in with the others. Lucky puts a bit too much of his back into it, and by the time the work is done, he's feeling it. For the three completing their duties for the first time, each character receives 60 XP.
Ko and Slappy head below decks to the worst of the work. Unsure of what to expect, they find a prisoner down there. He's held in chains near some excess storage. Immediately the pair thinks it'd be easy to snoop through the crates if it wasn't work time... Before getting started Plugg gives you a warning, "That be Jakes. He's here for transgressions. DO NOT try anything funny or it'll be the lash." The work is grueling. Harisko power is immense, though he too goes all out. The master blaster plan with Slappy backfires a bit. During an inspection by Scourge he let's Slappy have it "If you try that crap again it'll be the lash for you. You get ONE warning because it's your first day." The good news is, Slappy uncovers a buckler in the water. It's in pretty good shape. For Ko completing his duties for the first time, each character receives 20 XP.
Beer lucks out, and the each party member gains 20 XP.
It's pretty obvious that you're going to have to spend most of your time keeping Fishguts sober enough to cook. You've lucked out today though. He appears to take a liking to you, though you know if you plied him with rum you'd get away with anything. He does take the time out to answer your questions. "That's a right shame m'boy. You could get it back. You just have to buy, trade, or smile it away from the Quartermaster. She's a nice lass named Grok. I wasn't always a slop cook you know. I was trained as a chef at the Lobster's Armor in Port Peril... It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em.”
| Dungeon Master S |
Ship's Action Night
Kiltem: Influence NPC: Rosie
Beer: Influence NPC: Fishguts Kroop
Ko: TBD
Lucky: Nap
Arthur: Influence NPC: Sandara
Slappy: Entertain
Kiltem works to build a friendship with Rosie, and it bears fruit. "You're plenty too nice to be on board The Wormwood. Your singing voice leaves a LOT to be desired. If I had me fiddle back I'd give you some lessons, but I'm stuck wasting away here." Kiltem's approach with Rosie shifts her one step from Indifferent to Friendly. The druid provides succor to some of the others before turning in for the night.
Beer continues to build rapport with Kroop Beer's approach with Kroop shifts him one step from Indifferent to Friendly.
Arthur takes some time to chat up Sandara. It appears the lass is already quite friendly. "On a pirate ship, it’s not what you know but who you know that helps you get by Arthur. Friends help each other out, enemies cause trouble—on a crowded pirate ship, this fact is essential for basic survival. Let me help you, because Besmara protect me just fine, though it's cute you think I need it. As a show of friendship, I scored some of your booty back." She hands Arthur his rapier and gunsmithing kit. "Be VERY careful with the gun kit. That kind of weapon gets a crew antsy. If you're looking to get anything back, it's a matter of trading with Grok. Be kind and she'll be kind. "
While work isn't Slappy's thing, comedy seems to be! His baudy style goes over well with the crew, and entertains them for the evening. Slappy scores big, and the each party member gains 20 XP for his entertainment.
Lucky, having over done it during the day turns in for an early night.
Beer The Halfling
|
Towards the end of Beer's shift, as evening approaches and Fishguts is good and drunk, Beer begins searching the various shelves, pantry, and food crates for anything useful (weapons, booze, potions, snacks, etc.).
perception: 1d20 + 7 ⇒ (11) + 7 = 18
When evening falls he heads to the quarters arranged for him in hopes of running into is fellow captives to discuss how they're going to take revenge on their captors.
| Dungeon Master S |
Stealth: 1d20 + 2 ⇒ (14) + 2 = 16
As Fighgut's assistant, it's easy to get in. Thankfully no one sees you anyway...
Several items of value are lost among the ruin and squalor in the galley. In your quick evening search you find: 1d4 ⇒ 2 2d20 ⇒ (9, 10) = 19 a nearly forgotten box of Chelish wine! Each bottle is worth about 20 Gold, and there are six! You also find a trio of harpoons that are still in working order.
| Dungeon Master S |
While Lucky and Ko nap, the others go about their business. The rest doesn't last. You're summed to the main deck at sundown. A quickly asked question yields a gruesome answer, "Plugg caught Jakes Magpie stealing from the Quartermaster's store last night. The punishment is a keelhauling... Jakes confessed, but it wasn't his first time, so the punishment is clear."
The punishment is horrible to watch. Jakes is dragged slowly under the Wormwood by Mr. Plugg. DMG: 12d6 ⇒ (4, 3, 6, 4, 3, 6, 3, 2, 6, 2, 3, 6) = 48
Plugg's face while exacting the punishment bespeaks a relishing of the cruelty.
It looks like he died of his cuts before drowning.
Beer The Halfling
|
DM, Just noticed you posted while I was writing the following...
Beer quietly files down to the main deck as ordered by Mr Plugg. When he hears the details of Jakes' crime, he understand the punishment. Poor fool should have either learned his lesson the first time or not be caught..
It is not his first time experiencing pirate's justice. It is a tough business often carried out by men and women with few scruples. Keeping the crew in line sometimes does require examples to be made. Beer watches as Puig carries out the sentence.
perception: 1d20 + 7 ⇒ (1) + 7 = 8
Beer closes his eyes and says a prayer for the dead. Twas a rough end, lad. May Gozreh carry you home.
| Slappy Wundershart |
REtcon Rolls:
Str Check: 1d20 ⇒ 16
Con Check: 1d20 + 1 ⇒ (15) + 1 = 16
Can Prestidigitate/guidance give me a bonus to my rolls?
Finding himself between Ko and Lucky, Slappy takes great interest in the proceedings. He wants to remember the reactions, placements and words.
Ya know Lucky, I tried to have a conversation with Jakes while we were down in the bilges. Even tried a few jokes on him, but he was pretty dour. Isn't that right Ko? I introduced you. Thought your personalities would match up. Slappy added the last with a small snicker.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Know Heal: 1d20 + 2 ⇒ (8) + 2 = 10
| Kiltem Stormcrow |
Kiltem stood with the others and watched them keelhaul Magpie.
Though the punishment is horrible to watch, it doesn't seem to bother the druid that much. Kilt had spent countless hours watching animals. Life and death was a part of the coastline where he grew up and the jungle where he spent time. Sometimes hunters could catch and kill their prey in heartbeat. But sometimes it wasn't so nice. Many times he watched a pack of little raptor dinosaurs, not much bigger than a chicken , take down a much, much larger prey. The poor beast usually was covered in countless small lacerations and bites. Once it was hamstrung and couldn't run, it was only a matter of time till a little raptor slit its belly and dumped it's guts on the ground. Then it would collapse still alive while the whole pack would begin to feed. Keelhauling wasn't too bad compared to that...
Perception 1d20 + 7 ⇒ (5) + 7 = 12
The big lad took note of Ko's exhaustion. The friendly new captive Lucky, also looked pretty beat after the day. Kilt made sure to bring them both extra water before the two passed out for the night.
For the moment Kiltem was content to see how things played out. They needed a few more friends before they could do anything about their situation.
| Kiltem Stormcrow |
Kiltem works to build a friendship with Rosie, and it bears fruit. "You're plenty too nice to be on board The Wormwood. Your singing voice leaves a LOT to be desired. If I had me fiddle back I'd give you some lessons, but I'm stuck wasting away here." Kiltem's approach with Rosie shifts her one step from Indifferent to Friendly.
The big lad is quite happy with his new little friend. He makes a note to see if her fiddle is on board somewhere and try to get it for her.
| Harisko "Ko" |
Ko’s face was stone, yet behind the stern impassivity his tongue slid back and forth along his teeth. Neither Magpie’s death, nor its method moved him. Plugg’s obvious pleasure at Jake’s suffering was his concern. Rules and justice were made by men’s passion, but their enforcement must be dispassionate.
| Slappy Wundershart |
Some time after the keel hauling....
Slappy is pretty sure that he has several like minded individules onboard. The ones he met back in port that ended up here with him was a good start. He needed to know if they were happy with the "leadership" of the boat.
He set to task gathering Lucky, Kiltem, and Beer to come find berthing close to he and Ko. Yes conspiracy was a foot, now lets see what everyone was thinking.
Tapping Ko to get him to stop nodding in and out of sleep to pay attention for a few moments. So that's day one down, I think we've done well for ourselves. I for one found this nifty buckler. I'm willing ta give it to one of ya. Sort of a good will gift make sure we keep lookin out for each other. Maybe Besmara willing we can find ourselves a nice little Ka'Tet.
He hands the buckler to whomever has interest. He also makes sure to pass around a handwritten note. Don't discuss openly don't know who's listening, but is mutiny in our future? I'm sure one of you want to be Captain. How were your days? Anyone make a friend or get to know the lay of the ship?
With an exaggerated eyeroll. I think the Captain is a scary man I don't want to cross him or Plugg. I'm sure with their leadership we will get rich..
After everyone has read the note, Slappy makes sure to destroy it.
| Kiltem Stormcrow |
Kiltem hastens forward to listen to the exotic looking gnome. He listens while giving Ko and Lucky their extra water. The druid is a little thrown off at first hearing Slappy's words. Ka'tet?!?! Bugger, I dont know any of the gnomish tongue. . Then the big lad is totally confused. It wasnt till he read the note did he understand the gnome's overall message.
He spoke up to tell them that Rosie was okay. He would try and get to know some of the other riggers a little better. Sams Toppin or Ratline might be amendable but the others were downright hostile. Even Kiltem's poor social skills picked up on that.
| Arthur Cantor Delgado |
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Arthur was present, as was the rest of the crew, for the punnishment. He took careful note of Plugg... Justice is justice, but enjoying something like that? Gods, that p+*~ker is sick!
Later on, as the so-far-short-lived little group is together, Arthur lounges with his rapier in his lap, making lazy cuts and pokes while they converse. Slappy, I'm assuming you didn't mean to specifically exclude me...or did you??
Agreed. The Captain is not one such as we should cross. And Plugg is a truly sadistic, dangerous bastard. He took enjoyment out of...that.
He eyes the note. In a low voice, he chuckles I think Captain Delgado has a nice ring to it, don't you?
At Slappy's use of the word "ka'tet," Arthur gives a bit of a start. You say true, I say thankya! That is a noble word, and a noble goal, my tiny friend!
Sendara is willing to be helpful. She found & brought me my weapon. I'm still trying to find out exactly HOW helpful she'll be...but I'll start getting to know some of the other hands tomorrow, maybe start becoming friends with some who aren't all that warm yet. Anyone find or do anything interesting today?
| "Lucky" Lucas D'Endrin |
Lucky shakes his head forcefully upon reading the note. "We are best served by ingratiating ourselves to the crew, making ourselves the least likely to rouse ire from Plugg, and becoming the most knowledgeable souls aboard the Wormwood."
He shifts his eyes to the scrap of paper and makes an exaggerated throat cut gesture on his own throat, then again shakes his head no.
"I do like you lot though, and given our circumstances I think cooperating is absolutely in our best interests."
"I see you have no cleric in your group."
"You seem like a trustworthy chap..."
| Harisko "Ko" |
Ko spoke in a deep, slow rumble, "Agreed on Plugg. He will need to go. We need to remain beneath notice for now. A man like him will make enemies without our help. In the meantime, we need to move quietly...gather information and trust. The time to galvanize opposition will arise. It is not now."
| Dungeon Master S |
Hey guys, I'm back from Gen Con! I've got 6 chronicles to apply, and a lot to catch up. Skull & Shackles is one of the most important, but it's also the most complicated. We've got a feel for the flow of the days for now, so I'm going to start with Day 2 shortly. Let's continue to treat it like combat in that I'll post each of the days, three rounds.
| Dungeon Master S |
Day 2
CRACK! goes Master Scourge's whip, "Get yer sorry arses to work!"
Kiltem: Rigger: 1d6 ⇒ 2
Beer: Cook's Mate: 1d6 ⇒ 1 Kroop: 1d100 ⇒ 93
Ko: Swab: 1d6 ⇒ 3
Lucky: Swab: 1d6 ⇒ 4
Arthur: Swab: 1d6 ⇒ 6
Slappy: Swab: 1d6 ⇒ 5
Kiltem: Hard work hoisting and lowering sails, requiring a Profession (sailor) or Dexterity check. Kiltem must also make a Constitution check to avoid being fatigued at the end of the shift. Go
Beer: Kroop is sober enough to cook today, you may bond with him or help. Go
Ko: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a Strength or Constitution check. Failing either check results in you being fatigued at the end of the shift. Go
Lucky: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (sailor) or Strength check. Lucky must also make a Constitution check to avoid being fatigued at the end of the shift. Go
Arthur: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a Profession (sailor) or Dexterity check. Go
Slappy: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins Slappy has earned the party a rundown of each room, which I'll post before night actions, requiring an Acrobatics check and a Constitution check. Go
| Arthur Cantor Delgado |
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DAY 2
Profession (Sailor): 1d20 + 5 ⇒ (15) + 5 = 20
Arthur, having gotten a good night's sleep and also having resigned himself to make the most of his situation, scrambles about the deck making all repairs swiftly and expertly. In a couple cases he even caught out a minor fault and was able to make repairs before being instructed.
During this day, he's practically jaunty, and he takes up a shanty or two, to try to raise spirits all around--as well as start earning a reputation as a friendly face, eager to engage.
Perform, untrained: 1d20 + 3 ⇒ (20) + 3 = 23
Early in the day, he finds the time to speak briefly to Sandara.
As a show of friendship, I scored some of your booty back.
My dear lady, you have given me hope on this adventure! And it certainly feels good to have a weapon at my hip again. I very much look forward to a time when I can score your booty in return!
| Kiltem Stormcrow |
Workday TWO
Kiltem is actually looking forward to getting back up the ratlines and up into the sky. A little bit before his shift climbs up and has a few minutes alone just sitting high up in the atmosphere. Holding his holy symbol in one hand and his other hand carefully gripping the line, he just feels the air for a bit...
Then as the rest of his line crew starts working he joins in with them. The big lad starts to get a little more comfortable climbing around in the rigging though he has a ways to go. He works hard and does his share.
Profession/Sailor 1d20 + 7 ⇒ (7) + 7 = 14
During the day he tries to get a little closer to Barefoot Samms Toppin. He doesn't try and pester her with chatter because he knows he just doesn't have the ability. He waits for a chance where he can do something just a little bit beyond what a normal line crew does for each other. Maybe using his great strength to help her pull her share of a heavy or stuck sail. Then he does try and talk with her a little, just simple things like How long have you been on the Wormwood? If she at all talks, Kiltem will tell her just a little about himself. I grew up on the wilder jungle coastline of Mediogalti myself, raised by just me mum...
Other than that Kilt keeps his mouth shut and his eyes open. Though with Delgado belting out a few excellent shanties, Kilt does his best to join in, even if he is just singing a little under his breath.
Constitution/fatigue 1d20 + 2 ⇒ (7) + 2 = 9
Kilt has a tough day, he has some bulk to his large frame and it gets tiring carrying it up and down the line all day. He is pretty wore out by the end of his shift.
| Dungeon Master S |
Arthur. As well crafted as it is, you're a lowly swab, and there is no fraternization in the morning whatsoever!
Despite attempts to fraternize with other crew members, the two strike out looking for a time. Both Art and Kiltem excel at their tasks however, though Kiltem feels it by the end of his shift.
Day 2: Ship's Action
Kiltem: Success - Fatigued. Gain 20 XP
Art: Success Gain 20 XP
Beer: Go
Ko: Go
Lucky: Go
Slappy: Go
Beer: Kroop is sober enough to cook today, you may bond with him or help.
Ko: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a Strength or Constitution check. Failing either check results in you being fatigued at the end of the shift.
Lucky: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (sailor) or Strength check. Lucky must also make a Constitution check to avoid being fatigued at the end of the shift.
Slappy: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins Slappy has earned the party a rundown of each room, which I'll post before night actions, requiring an Acrobatics check and a Constitution check.
| Harisko "Ko" |
Work Day 2
Ko set his mop aside and knelt beside Jakes’ blood stain. A tooth chip jutted from the deck’s soft wood. He pulled it out, examined it and then flicked it into the sea. Ko slopped a bit of frothy seawater onto the blood stain and began to scrub with his holystone. He lost himself in the rhythmic movement, feeling the hot sun warm his back against the cool sea breeze. Between his strength and mass, it didn’t take long for the stone to do its work. When he finished, Ko stood, grabbed his mop and moved down the deck, diligent as ever.
Con: 1d20 + 1 ⇒ (13) + 1 = 14
On his lunch break, Ko headed to the quartermaster. A quaint and decidedly lopsided improvised storefront preceded the ship’s storerooms. Despite its ramshackle design, Grok stood triumphant behind her counter. She eyed Ko with faint exasperation. He replied with a wide, pearly smile. She rolled her eyes and said, “Out with, swab. What ye wants?”
“I’m an admirer,” he said. Ko pointed behind her to the actual storeroom. Contrary to the misshapen counter, the storeroom was a study in tight organization. “My father, H’Rayth, made all of his sons work a year as ship’s quartermaster. It was the toughest job any of us had to do. None of us ever got the storeroom looking like that. I could learn a lot from you. Perhaps you could use a hand around here. I could learn something and you would have an additional hand.” His smile broadened and his eyes twinkled.