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The Officers
Barnabas Harrigan, Captain - Hostile
Mister Plugg, First Mate - Hostile
Peppery Longfarthing, Sailing Master - Hostile
Riaris Krine, Master Gunner - Hostile
"Stichman", Habbly Quarne, Ship's Carpenter and Surgeon - Undfriendly
Kipper, Gunner's Mate - Hostile
Master Scourge, Boatswain & Master-at-arms - Hostile
"Fishguts", Ambrose Kroop, Cook - Helpful
"Cut Throat", Grok, Purser - Helpful
Patch Patchsalt, Boatswain's Mate - Hostile
"Caulky", Ms. Tarroon, cabin girl to the Captain - Unfriendly
Owlbear Hartshorn, Officer's Guard & Jape - Helpful
The Riggers
"Cog", Crimson Cogward - Helpful
"Barefoot", Samms Toppin (female human) - Helpful
"Ratline", Mr. Rattsberger (male halfling) - Indifferent
Maheem (Rahadoumi male human) - Hostile
"Slippery", Syl Lonegan (female human) - Hostile
"Narwhale", Tam Tate (male dwarf) - Hostile
The Swabs
Sandara Quinn (female human cleric of Besmara) - Helpful
Giffer Tibbs (one eyed female gnome) - Helpful
Conchobar Turlach Shortstone (male gnome bard) - Helpful
Jack Scrimshaw (male human) - Helpful
Tilly Brackett (female human) - Helpful
"Badger", Ms Medlar (elderly female human) - Hostile
Shivikah (female Mwangi ex-slaver) - Dead; killed in the bilge by Septa
Arreta Bansion (female human lackey to Master Scourge) - Hostile
Fipps Chumlet (fat, bald male human lackey to Master Scourge) - Hostile
Jaundiced Jape (male half-orc lackey to Master Scourge) - Dead; killed in the bilge by Septa
Cook's Mate
Rosie Cursewell (female halfling) - Helpful

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you keep me honest
The Officers
Barnabas Harrigan, Captain - Hostile
Mister Plugg, First Mate - Hostile
Peppery Longfarthing, Sailing Master - Hostile
Riaris Krine, Master Gunner - Hostile
"Stichman", Habbly Quarne, Ship's Carpenter and Surgeon - Undfriendly
Kipper, Gunner's Mate - Hostile
Master Scourge, Boatswain & Master-at-arms - Hostile
"Fishguts", Ambrose Kroop, Cook - Helpful
"Cut Throat", Grok, Purser - Helpful
Patch Patchsalt, Boatswain's Mate - Hostile
"Caulky", Ms. Tarroon, cabin girl to the Captain - Unfriendly
Owlbear Hartshorn, Officer's Guard & Jape - Helpful
The Riggers
"Cog", Crimson Cogward - Helpful
"Barefoot", Samms Toppin (female human) - Helpful
"Ratline", Mr. Rattsberger (male halfling) - Helpful
Maheem (Rahadoumi male human) - Hostile
"Slippery", Syl Lonegan (female human) - Hostile
"Narwhale", Tam Tate (male dwarf) - Hostile
The Swabs
Sandara Quinn (female human cleric of Besmara) - Helpful
Giffer Tibbs (one eyed female gnome) - Helpful
Conchobar Turlach Shortstone (male gnome bard) - Helpful
Jack Scrimshaw (male human) - Helpful
Tilly Brackett (female human) - Helpful
"Badger", Ms Medlar (elderly female human) - Hostile
Shivikah (female Mwangi ex-slaver) - Dead; killed in the bilge by Septa
Arreta Bansion (female human lackey to Master Scourge) - Hostile
Fipps Chumlet (fat, bald male human lackey to Master Scourge) - Hostile
Jaundiced Jape (male half-orc lackey to Master Scourge) - Dead; killed in the bilge by Septa
Cook's Mate
Rosie Cursewell (female halfling) - Helpful

Septa |

I do have high concentration checks.
Thats not how the book describes Fatigue:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Septa |

When they keelhauled Jakes Magpie, how long did it take to prepare, when they grabbed him and tied him up and then threw him over, how long did it take. Looking at minutes, no spell will be possible, as Somatic is required for each except healing surges.
Will armor help against the barnacles?
How much if any exp pts do I get for Jape and company?

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800XP total
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Septa may have to make up to three concentration checks per casting:
Casting Underwater: if you can not breath water,[15+spell level]DC Concentration check
Casting Bound: if the spell has somatic component, [15+spell level]DC concentration check
Injured while casting:[10+spell level+HP of damage]DC concentration check
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jakes Magpie was prepared for keelhauling rather quickly; about thirty seconds; the time was spent binding him. The rope was already passed under the hull and the block and tackle were already rigged. He was fast keelhauled. (see below)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armor will NOT help for keelhauling (see below).
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DC10 Profession(Sailor) check, which Septa can make automatically by taking ten, yields the following information about Keelhauling.
Keelhauling can be done one of two ways, fast or slow.
In fast keelhauling, the person is hauled as forcefully as possible, causing the barnacles on the bottom of the ship to cut their flesh deeply. Each round of fast keelhauling the player takes 1d6 damage, DC20 Reflex for half damage. For a ship the size of the Wormwood, fast keelhauling would take about thirty to forty seconds, that is six rounds.
In slow keelhauling, the person is dragged as slowly as possible that will still prevent them from being able gain their feet under themselves, swim, etc. For each round of slow keelhauling the player takes 1d3 damage, DC20 Reflex for half damage. For a ship the size of Wormwood, this would take about a minute, that is 12 rounds.
If someone loses consciousness underwater for any reason, including from falling to 0 HP, the next round he falls to -1 HP and the next round, he dies.
Slow keelhauling, while it does not produce the gruesome wounds of fast keelhauling, is considered more lethal due to the increased danger of drowning. Never less, both are considered a death sentence among sailors.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Just to be clear, for killing two crew members Septa has been given TWO death sentences:
* in the hot box for more than 24 hours (which was extended by eight hours!)
* Keelhauling

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Delay Pain will prevent the need for concentration checks for casting in the same round as receiving damage.
Defending Bone will grant you DR5/bludgeon, which will work against the barnacles. I thought only Pharasman clerics had access. Assuming you do have the spell, I will stipulate that bones large enough to serve as a spell component are not contained in your spell component pouch.
BTW I have the article for Besmaran clerics; you have access to alternate Summon Monsters.
Air Bubble will prevent you from drowning AND allows you to avoid the concentration check from casting underwater.
You seem MUCH more prepared than during the reefclaw battle!!!

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The Officers
Barnabas Harrigan, Captain - Hostile
Mister Plugg, First Mate - Hostile
Peppery Longfarthing, Sailing Master - Hostile
Riaris Krine, Master Gunner - Hostile
"Stichman", Habbly Quarne, Ship's Carpenter and Surgeon - Unfriendly
Kipper, Gunner's Mate - Hostile
Master Scourge, Boatswain & Master-at-arms - Hostile
"Fishguts", Ambrose Kroop, Cook - Helpful
"Cut Throat", Grok, Purser - Helpful
Patch Patchsalt, Boatswain's Mate - Hostile
"Caulky", Ms. Tarroon, cabin girl to the Captain - Unfriendly
Owlbear Hartshorn, Officer's Guard & Jape - Helpful
The Riggers
"Cog", Crimson Cogward - Helpful
"Barefoot", Samms Toppin (female human) - Helpful
"Ratline", Mr. Rattsberger (male halfling) - Helpful
Maheem (Rahadoumi male human) - Hostile
"Slippery", Syl Lonegan (female human) - Hostile
"Narwhale", Tam Tate (male dwarf) - Hostile
The Swabs
Sandara Quinn (female human cleric of Besmara) - Helpful
Giffer Tibbs (one eyed female gnome) - Helpful
Conchobar Turlach Shortstone (male gnome bard) - Helpful
Jack Scrimshaw (male human) - Helpful
Tilly Brackett (female human) - Helpful
"Badger", Ms Medlar (elderly female human) - Hostile
Shivikah (female Mwangi ex-slaver) - Juju Zombie, controlled by Mister Longfarthing
Arreta Bansion (female human lackey to Master Scourge) - Hostile
Fipps Chumlet (fat, bald male human lackey to Master Scourge) - Hostile
Jaundiced Jape (male half-orc lackey to Master Scourge) - Juju Zombie, controlled by Mister Longfarthing
Cook's Mate
Rosie Cursewell (female halfling) - Helpful

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Sandara Quinn
female human cleric of Besmara 3
Init: +1
AC 11
HP 20
Speed 30'
Attacks:
Mwk rapier +4 1d6+1 18-20/x2
Hvy Crossbow +3 1d10 19-20/x2 20 bolts
Skills
Acrobatics +1
Climb +3
Profession(sailor) +8
Class abilities
copycat, 5/day
channel positive energy 5/day 2d6
surge +5
Spells
2nd: Instant Armor, Slipstream, Summon Monster II
1st: Command, Doom, Inflict Light Wounds, Obscuring Mist
Orison: Bleed, Create Water, Purify Food and Water, Stabilize
Magic Items
2x Scroll of Cure Light Wounds
Scroll of Cure Moderate Wounds
Besmara's Tricorne (folding boat)

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Crimson "Cog" Cogward
male human ranger 1/Rogue(thug) 1
Init: +1
Ac 14
HP 19
Speed 30'
Attacks
Cutlass +4 1d6+3 18-20/x2
Dagger +4 1d4+3 19-10/x2 poisoned with black adder venom
Unarmed +4 1d3+3 20/x2
c. shortbow +2 1d6+3 20/x3 31 arrows
Skills
Acrobatics +1
Climb +7
Disable Devices +4 (has thieves tools)
Profession(sailor) +4
UMD +1
Class abilities
favored enemy: +2 vs humans
sneak attack: +1d6
Magic items
potion of cure moderate wounds
potion of haste
potion of neutralize poison
scroll of scorching ray
wand of magic missiles
tanglefoot bag

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NOTE: errors in the diagram of Man's Promise
The elevated sections are all too short.
The fore deck is ten feet above the main deck, vice the 5' I drew it as.
The aft deck is ten feet above the main deck, vice the 5' I drew it.
The sterncastle is 10' feet above the aft deck, which makes it 20' above the main deck. Additionally the wall around the sterncastle varies between 3' to 4' high, vice the 10' high wall I drew. The ballista fire over the wall, rather than through arrow slits. There are no doors or other barriers on the staircase between the aft deck and the sterncastle.

Septa |

Hit Points: 1d8 ⇒ 5
New skill points (including one extra for human):
Diplomacy
Kn: Religion
Preform
Profession: Sailor
Spellcraft
Swim
I might change the skills once I look at the character sheet upstairs
Characteristic Add: Wisdom + 1 = 19
New 'Standard' spell list:
First:
Obscuring mist
Air Bubble
Burning Disarm
Cultural Adaption
Murderous Command
Second:
Fog Cloud
Enthrall
Hold Person
Lesser Restoration

Septa |

Reading the rules lead me to believe that I can cast my supernatural ability without triggering a AOO or having to say anything.
It appears my best chance is to cast the storm cloud on the one thats about to attack, giving a -2 to hit and if I roll well, maybe enough I can knock it out with another cloud next round, then a healing surge or three and the same on the other one.

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You are standing next to the East side of a spring box; a 5' by 5' box of flagstones, 5' deep, filled with watet, the water entering from a fissure at the bottom, exiting by overflowing one rim, flowing downhill, under the stockade.
The checkers are adjacent to Septa. One to the north and one to the south. As I mentioned.
A huge tree, a banyan, grows 30' to the north of the springbox. It's trunk, a cluster of smaller stems, is 15' in diameter. The vine chokers were in overhanging branches before they dropped down. Amounts the vines, they had effective invisibility as long as they didn't move.
The stockade is about 80' by 120'. A log and stone cabin lies at the west of the stockade compound. The spring box lies in the east side of the compound. The entire area inside is overgrown by vines. A closed and barred gate lies to the south.