The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Oops sorry just noticed I missed Aerel's quicker climbing because I didn't notice he used a spell. (Is that cheating lol? So, her words would have been to both of them as she got up there.


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HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Cheated?


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Yo ho, yo ho!


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus is glad to find Aerel in the Crow's Nest as he clears the tops, Good someone beat me so I hope they do not pick me for the Rigger.

"Good climb elf friend. We were not able to speak at the Formidably Maid, or at least I do not remember if we spoke... he he... I am Rhemus by the way."

He will watch the rest of his crew struggle up the main mast.

He helps Baltzar scamper into the Crow's Nest once she makes it up.

"Yes your monkey would have a good laugh at our expense, as I am sure Harrigan's men are enjoying the show. It is important to show that we are a capable and skilled group, less they choose to pick on us as the fresh meat on board."

Is Rosie Cusswell a halfling by any chance? Her icon looks halflingish. If so she will get a big smile from Rhemus.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

The elf turns, looking down at the halfling, cocks his head and stares intently, his vibrant violet orbs unblinking in the bright sunlight.


Curse of the Crimson Throne Roll20

Mr. Plugg gives a quick nod to Master Scourge and a second later his whip strikes Nivian across the back.

Whip: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d3 + 2 ⇒ (1) + 2 = 3 Non-lethal damage to Nivian.

"I said climb ye scalawag!" shouts Mr. Plugg.
At least an effort is required, or at least the perception of effort.

A few of the pirates chuckle as the whip cracks, but they laugh out loud as they watch Nivian (appear to) struggle with the climb. They laugh even harder as Rillum crashes back down to the deck.

"Maybe he's a bilge rat!" one of them shouts which causes a raucous laugh to ensue.

"Alright alright, quiet down ya louts! That's enough now." says Mr. Plugg as he turns to the pirates to see who is undermining his authority.

He turns back to the new recruits and turns his attention upwards "And yous, get back down here now. We gots more to sort out."

Rosie Cusswell is indeed a halfling.

Once everyone is back on deck and lined up again, Mr. Plugg begins again . He nominates Aerel as the new rigger. "Have a seat, I'll give you your orders once we're done with the rest of these scalawags."

"Now, which one of you can cook?" he asks while walking up and down the line.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman took a moment to check the lash on the blue lady's back while the others climbed back down. He pursed his lips, looking angry, but said nothing.

He lined up with the others but didn't respond to the question. He could cook just fine, but he knew he would be of more use on deck.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

"Cooking. I can do this. Cooking, I am very good. Good food and with spices, many spices."

Thinking that the kitchen is most likely to have tools he can use to ply his trade, Rillum immediately steps forward.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar looks down at the rat, starts to say something, then is silent.

"I..."

((Kinda like this haha Speechless))


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Ouch. I let my guard down, wasn't prepared for that while climbing. Idiots. I should cook YOU, you balding bastard!
After being allowed to give up, she smiles towards a few crew members nearby that watch.
Yeah, just believe it was an act all along. None of you need to know I really can't climb worth a damn.
Upon lining up again for the next job pick, Nivian for a moment considers nominating the ratfolk, if only to get a sickly looking rat into their kitchen, but thinks better of it. If they really pick him, I'd end up eating that stuff too, and if they think its a joke...That lash wasn't too bad, but I don't know if it would be wise to provoke another...

She stands still in the line, taking the short break to muster the other people on deck, especially looking for others who don't quite seem to fit in.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10 Guess she is a bit distracted by the pain


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Profession (sailor) to determine if Mr. Plugg is the Quartermaster on the ship, and appropriate protocol to address him: 1d20 + 7 ⇒ (20) + 7 = 27

Diplomacy to use appropriate protocol, tone and most importantly respect in his response: 1d20 + 6 ⇒ (18) + 6 = 24

"Master Plugg, I was the cook's mate aboard The Fury and have some expertise in the area. I will of course defer to your decision." He says respectfully to the balding man carrying the whip, If he selects the rat man... Heaven help us .

EDITED: For typo


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"The rat cooks well. I've eaten it. Wasn't disappointed." Sandman rumbled.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus watches Rillum slowly get up from the deck and line up with the rest and realizes that the little guy will have a hard time adapting to life on a ship...

"Ahem, Master Plugg, I am also an excellent deck swab. I too have tasted the delightful cooking of Mr. Rillum in Port Peril."

He then coughs and sneezes. He then noisily blows his nose in his hand, and wipes it messily on his shirt.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum looks to the halfling and the man with blue scars. Allies, yes. Friends maybe. Friends get thing back too. They may help melt and burn those who stole from us. those who laugh. He makes note of the pirates laughing the loudest and longest.

Rillum does not look diseased, by the way. He is very, maybe obsessively, well groomed, and appears healthy (aside from the scar and leg.) and thank you for the support.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Avoids saying anything else... As long as she isn't the cook... the rat's okay... After all, he's... a respectable looking rat, for a pirate that is.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Baltzar Callinova wrote:
Avoids saying anything else... As long as she isn't the cook... the rat's okay... After all, he's... a respectable looking rat, for a pirate that is.

Really....you like hair in your stew? :D J/K, totally fine with Bilge getting the job. As for "sickly/diseased", thats just subjective situational racism. All ratfolk, rats and ratlings seems sickly/diseased to Nivian if they are near her food- other than that you can be a perfectly normal buddy.


Curse of the Crimson Throne Roll20

@Rhemus - Mr. Plugg is not the Quartermaster. A respectful tone is about all that is needed, but even that may not work as well as it should.

Mr. Plugg looks at Rhemus "You're a cook's mate now, report to Ambrose Kroop in the galley. The rest of you are now swabs and report to Master Scourge. Now all of yous, gets to work."

Daily Activities:

Rhemus: 1d6 ⇒ 4
Sandman: 1d6 ⇒ 6
Rillum: 1d6 ⇒ 1
Baltzar: 1d6 ⇒ 2
Aerel: 1d6 ⇒ 2
Nivian: 1d6 ⇒ 2

Rhemus enters the galley and finds a heavy set man passed out. He reeks of alcohol, and snores loudly. Once awoken, he introduces himself. "Ah, you must be me new mate. Ambrose Kroop's the name, though most call me Fishguts. Now, take those harpoons and nets and go get us some dinner for the pots" After Rhemus introduces himself, Fishguts gives him a brief lecture about the ins and outs of turtle hunting.

You spend the rest of the day turtle hunting for leatherbacks with harpoons, treble hooks, and nets. DC 10 Profession (fisherman) or Survival check

Mr. Plugg walks up to Aerel and assigns him Line Work with some of the other riggers. "If I catch ye slackin' off or doin' what I don't like, it's the lash for ye."

You spend the rest of the day hoisting and lowering sails. DC 10 Profession (sailor) check or Dexterity check; DC 10 Constitution check to avoid being fatigued at the end of your shift.

Master Scourge sends Batlzar and Nivian below decks to catch rats. "Let's just see how ladylike you really is"
DC 10 Stealth check, Survival check, or Dexterity check to kill enough rats and bugs to counts as a good day's work.

He looks at Sandman and says "I've heard of ye. Ye supposed to be good with thread and a needle. You'll be mendin' the sails and ropes."
DC 10 Profession (sailor) or Dexterity check.

Master Scourge looks at Rillum with obvious disdain. "Come with me." he says as he leads you all the way back down to the lower deck. He opens a trapdoor in the floor. "Into the bilge ya bilge rat."
Manning the bilges is a DC 12 Strength check and a DC 10 Constitution check to avoid being fatigued at the end of your shift.

Everyone remember to review the Ship Activity Rules in the Discussion tab or under my profile before you make any rolls related to your jobs. Rillum is alone for almost his entire shift. Everyone else is pretty much watched by somebody the entire time, which means you can sneak away for a few minutes, but any longer and you will be noticed. You can also interact with the other pirate crew members (or each other for a few minutes), but not the officers.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus will wake up the fat cook Fishguts, and introduces himself once he finally wakes up, "The name is Rhemus Frayne, and aye, I'm your new cook's mate, Mr. Kroop." He takes special note of where Fishguts pulls the harpoons and nets from.

He will then head out on the small ships's dingy and tries his luck on catching a few of the leatherbacks.

I assume he fishes in a small boat trailing the ship?

Survival + Guidance: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16

Rhemus returns from successfully hunting some turtles and notices the fat cook is again fast asleep with a bottle of rum clutched hard in his hand. He returns all but one of the harpoons and nets to where Fishguts stores them, and hides one of each in a little used part of the galley.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15 looking for a less used part of the galley, i.e. high shelves covered in dust, etc.

He will then Sneak (additional activity during the day) around the galley looking for any long forgotten weapons, hoarded treasures, equipment or coins.

Perception + Guidance: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

After he completes his search he will re-awaken the fat man and proudly show him the catch of the day.


Curse of the Crimson Throne Roll20

Rhemus:

This 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. A cage where the goats apparently have been kept lies open. The kitchen is a madness of dirt, food, and knives. The stoves are perpetually lit, and large cauldrons bubble away atop them at 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. Despite the chaos, the entire galley functions as a set of masterwork tools for Profession (cook) checks.

After a few hours in the dingy, you've managed to acquire quite a haul. It appears you may have more trouble relocating your spoils to the galley than you did acquiring them.

It's not hard to find a place to stash the harpoon and net out of site and while looking you notice that one of the butcher's knives is really a masterwork dagger. You also get the feeling that you could probably find more with a more thorough search given the amount of cluttered chaos about.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum mutters very lowly under his breath, "Is Rillum, but brain must be addled from playtimes with goats, goats and sheep. . . " He represses a hiss each time the human slaps him forward, and enters the bilge without further potentially audible complaints.

He begins with a show of effort, until the trapdoor closes or 15 minutes after the last learing face is visible, whichever comes first. When reasonably convinced he is alone, he takes a quick look around his environs. After a quick look around, he returns and dedicates himself to his task.

ship action: sneak - perception: 1d20 + 8 ⇒ (11) + 8 = 19
DC12 str check: 1d20 - 3 ⇒ (10) - 3 = 7
DC10 con check: 1d20 + 2 ⇒ (7) + 2 = 9

The long day and unaccustomed work leaves the ratfolk weary, covered with wet and stink when dragged back to the inhabited portions of the ship.

Wait. Wait and watch and when they slip, I win. They think I am weak, think I am weak like the others did, but they will know. He is chuckling a bit to himself as he is shut into his bearth. Find the Sandman, find the halfling. Work together, melt them, burn them, get back our stuff. But first new stuff - to make the burning, the melting, and more friends. New spices.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

yep. Saw that coming. Scourge is a bastard. Tossed the smallest, weakest member of the crew into the hardest job just to have someone to whip later. Let's see what we can do to make that not happen...

Daily task

Profession Sailor, Guidance, shirk: 1d20 + 6 + 1 - 2 ⇒ (20) + 6 + 1 - 2 = 25

Sandman simply nodded and got to work, tracking down the pile of sails that needed darning down in the hold and expertly stitching for hours. He worked quickly and finished what could reasonably be done in one day, and then walked down stairs to the lower hold. He knew he was taking a risk, but Plugg and Scourge were on the top deck and weren't likely paying attention to what happened in the holds.

ship action- daytime

He made his way to the bilge and helped Rillum catch vermin. He knew how hard bilge work could be. Scourge was looking to make an example of someone. Sandman wasn't going to give him the chance.

Take 10 on Perception check in the Bilge (from shirking)

He found Rillum making little progress. He smiled and illuminated the bilge with a trio of ghost-lights. "You look like you could use a hand."

DC 12 Strength check: 1d20 + 2 ⇒ (12) + 2 = 14

Bilge Work Constitution Check, Endurance, second daily action penalty: 1d20 + 4 + 4 - 4 ⇒ (20) + 4 + 4 - 4 = 24

When he and Rillum finished in the bilges he came up to the main deck, hauled up a bucked of sea water and sluiced himself off with it. He looked no worse for wear for having done the work of two crewmen.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

GM:
Rhemus will conceal the masterwork dagger in his waistband and untuck his shirt over it.

Is this dagger medium or small sized? If medium sized can he use as a short sword without a penalty?

Rhemus will help Fishguts prepare dinner once he wakes him up. If Fishguts allows him he will share his turtle soup recipe with brandy sauce.

Profession Cook: 1d20 + 6 ⇒ (15) + 6 = 21


Curse of the Crimson Throne Roll20

Rhemus:
The mw dagger is medium-sized. You can use it, but you would take a -2 penalty because of the size difference. It's similar, but not exact, the weight would be off, the handle inappropriately sized, etc.

Don't forget the +2 for mw galley to profession (cook).


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Insert this into previous post as appropriate.

The trapdoor above opens unexpectedly. Rillum cringes, knowing the bastards above are returning to exact more fun.

The big man with scars comes carefully down the ladder, indicating that both should remain silent, then plys the pumps with him. Cautious, he accepts the help, clearing the bilge in silence.

Only one time does he break the quiet. "I do not know why, but thanks . . . thanks to you. But do not fear for me, and do not bring danger to you. They will try to break, to beat, but better than them lie dead in street, in ditch, laugh the laughs forever, smiles burned forever. In time. I will live, and in time, in time they will learn. You are a friend. Thank you, thank you, but do not risk. Together we make them learn hard lessons."

The rest of the time they work.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"Hard lessons are the only lessons."

"We are crew now." Sandman shrugged. "No more reason needed than that."

"Besides, you still owe me some medicines. I'll never get them if I let them keelhaul you."


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

"You will see. You will see such medicines. And I remember your requirements, your concerns." Rillum's mouth thins in a humorless grin, "They will feel all the pain."


Curse of the Crimson Throne Roll20

Rillum:

Percentile: 1d100 ⇒ 52

The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1 foot of dark, brackish water that stinks abominably below. A ladder leads up to the trap door that opens into the lower hold, 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 forward position of the deck. There is currently one human man in chains.

A number of discarded crates and boxes packed with straw lie in the bilges, among which you find a tanglefoot bag and two tindertwigs.

Thanks to Sandman's help, you complete your daily task. However, all of the hard work does leave you fatigued for the remainder of the day.

Sandman:

You may read Rillum's spoiler and you find a buckler while searching the bilges.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman nodded, a small smile on his lips.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum slips the tanglefoot bag and tinder twigs under his outfit and spirits them to his bearth to be hidden in his bunk.

Is the prisoner conscious, and willing to talk?


Curse of the Crimson Throne Roll20
Rillum 'Bilge' Jimmings wrote:

Rillum slips the tanglefoot bag and tinder twigs under his outfit and spirits them to his bearth to be hidden in his bunk.

Is the prisoner conscious, and willing to talk?

He is conscious at some point during your time in the bilges.


Willing to talk? Only one way to find out...okay there is more than one way but you'll need to either make a Diplomacy check or role play it out at least. Possibly a bit of both.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

An opportunity, perhaps? Sandman thought as he eyed the prisoner hanging from the bilge shackles.

Approaching the shackled man he looked him over with a professional eye. "You look like you could uses drink. Rillum, can you slip up to the galley and ask Rhemus for a cup, some rum, and a water skin?"

Heal (assessing health): 1d20 + 8 ⇒ (7) + 8 = 15
Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17

"What got you stuck down here?" Sandman asked the chained sailor


Curse of the Crimson Throne Roll20
--Sandman-- wrote:

An opportunity, perhaps? Sandman thought as he eyed the prisoner hanging from the bilge shackles.

Approaching the shackled man he looked him over with a professional eye. "You look like you could uses drink. Rillum, can you slip up to the galley and ask Rhemus for a cup, some rum, and a water skin?"

"Don't bother" he says. "I'm not worth risking the lash over."

--Sandman-- wrote:


"What got you stuck down here?" Sandman asked the chained sailor

"Caught stealin' from the galley I was."


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25

Rillum makes his careful way to the galley. Rhemus is unavailable, floating and fishing behind the ship. Avoiding the drunken chef, he grabs a skin of water and returns to the bilge.

Assuming he returns unobserved, he lends his support to Sandman questioning the prisoner.

aid another: 1d20 ⇒ 11

Off to bed, I leave the rest of the conversation with our guest to you Sandman.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman didn't seem bothered by the threat of lashing. He just shrugged.

"That is not something they take kindly to at sea. What is the punishment on this ship?"


Curse of the Crimson Throne Roll20
--Sandman-- wrote:

Sandman didn't seem bothered by the threat of lashing. He just shrugged.

"That is not something they take kindly to at sea. What is the punishment on this ship?"

"I'm to be keelhauled at dusk" he says grimly.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman took a deep breath. Keel hauling was usually a death sentence. He nodded. "Anything I can do for you before that happens?"


Curse of the Crimson Throne Roll20

"If you could...poison me, before the Bloody Hour, I'd tell ye anything I know. I'd prefer my death be quicker then keelhauling. I've seen it done..." he trails off at that with a heavy sigh.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"How about I make it look like you bit your tongue off and bled out?"


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Realizing that the halfling was looking him directly in the face, he finally registered the wind blowing on his skin. Eyes widening in alarm, he reached up and felt his own face bereft of the ever present mask. He covered his face in shame at this humiliation and squatted down with his knees in his chest, slightly rocking to and fro. After several moments as the first mate hollered at them to come back down, he turned from the halfling and began to slowly remove his hands from his face and crept over the side of the crow's nest and climb down to the main deck. Once down, he lowered his head, letting the long locks of white blond hair hang down over his face and cover his features.

At the command, he knelt down on the deck awaiting his orders. When ordered to Line Work he rose, and keeping his hair hanging in front of his face, he went to work in the rigging, keeping himself to himself and staying quiet unless directly addressed in Polyglot.

Working diligently

Profession (sailor): 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11

Constitution: 1d20 + 2 ⇒ (9) + 2 = 11

That night after duties, he ate the food offered without comment or complaint and went to a quiet corner of the deck where he began to gather his hair together in strands of three which he then braided together. He repeated this for hours until all of his hair was in many braids. He then took the individual braids and begin to weave them together in front of his face, creating a mask of hair to hide everything lower than his eyes.

I know that the above does not fall under the listed nighttime activities, but it's what he would do unless prevented from it.

Once done with his hair, the elf finds an empty hammock and falls asleep.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar mutters something to herself about being ladylike in Varisian then starts rat hunting, mostly concentrating on the rat hunting.

Dexterity, Diligence: 1d20 + 6 ⇒ (18) + 6 = 24


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Hunting rats? Thats what they want me to do? Why didn't they abduct a street cat?

Nivian does as is asked of her, without putting in more effort than she deems necessary, trying to get to know Baltzar, idly chatting with her during their time together, as she feels a certain...connection to her.I believe a certain kind of empathic feeling could be expected, being the same class and archetype
Upon finding rats, she uses "Guidance" before trying to catch them.
Daily Job - Rat Hunting - Dexterity DC 10: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 expected to make the check. oh my. Guess I'll be more diligent tomorrow.

Since we are not alone, I expect other sailors to be around. Nivian will pick one out that seems to show interest(good or bad) in the two witches working and attempts to influence him or her. Getting a friend in the existing crew could help newcomers a lot...
Daytime Activity Influence - Diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16

Edit:
While stirring up and hunting down rats, I'll keep my eyes open in case anything useful(e.g. a knife) seems unattended/on the floor/behind crates etc. Not actively searching the area, just being opportunistic while doing my job.
Opportunistic Perception: 1d20 + 6 ⇒ (9) + 6 = 15

With the rate non-lethal heals, I'd expect to be full and ready for punishment when bloody hour comes around.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish
The Many-Faced GM wrote:
--Sandman-- wrote:

Approaching the shackled man he looked him over with a professional eye. "You look like you could uses drink. Rillum, can you slip up to the galley and ask Rhemus for a cup, some rum, and a water skin?"

"Don't bother" he says. "I'm not worth risking the lash over."

I didn't see this before going to bed. Check Rillum's out-of-bilge excursion. This instead.

Rillum stops short and settles next to Sandman to hear what the prisoner has to say.


Curse of the Crimson Throne Roll20
--Sandman-- wrote:
"How about I make it look like you bit your tongue off and bled out?"

"That doesn't sound much better than the keelhauling. Perhaps you should just leave me to my fate" he says with a nervous gulp.


Curse of the Crimson Throne Roll20
Aerel De'Cawen wrote:


I know that the above does not fall under the listed nighttime activities, but it's what he would do unless prevented from it.

Your actions are fine, but more will occur before lights out.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"It won't hurt at all." Sandman said. "Anything you want to tell us first?"


Curse of the Crimson Throne Roll20
--Sandman-- wrote:
"It won't hurt at all." Sandman said.

"What exactly are you going to do to me?"

--Sandman-- wrote:
"Anything you want to tell us first?"

"Don't trust any of the officers. Any gear you have was probably either given to the quartermaster, the mage, or maybe even stored in the armory. Just about anything with a lock on it is trapped. You seem like a decent person. Most on this ship aren't, but Sandara Quinn is a good person too."


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman nodded his thanks.

"I'm going to press on the artery that brings blood to your head. It will make you pass out in about ten seconds. You just won't wake up after that. All I need you to do is stick out your tongue."

"Are you ready?"


Curse of the Crimson Throne Roll20

"Okay...I am ready."

He opens his mouth and sticks his tongue out while closing his eyes which are beginning to water.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman pressed two thick fingers to the side of his neck and pressed his head back aground the hull so he couldn't jerk free when he started to pass out. It didn't take long. He started thrashing involuntarily for a few seconds. His eyes popped open and his tongue went back into his mouth. His eyes were pleading. Sandman gave him a sad, reassuring smile. The man stuck his tongue back out again, a final act of bravery before he passed out.

As soon as he started to go limp, Sandman chucked him under the chin with his meaty hand, holding his jaw closed. Then he shook the man's lower jaw back and forth in a quick jerk, dragging his teeth through the meat of his tongue.

His tongue gushed blood. It was nearly severed. The subconscious pain shock caused the man to start to stir for a moment, but Sandman shook his head.

"Shhhh. Sleep now. Your pain is over. Dream of better things."

The man dropped, supported now only by the chains. His tongue held by a string and turned in a slow circle dripping his last heartbeats into the filthy bilge water.

Coup de grace: 2d3 + 4 ⇒ (1, 1) + 4 = 6 DC 16 Fort save or die. Specifically, death by blood loss from a severed tongue. I'm guessing he's probably fatigued from being chained up down here so hopefully the coup de grace will be enough. Slumber Hex for good measure afterward.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Noticing Nivian wants to talk, Baltzar introduces herself.

"I'm Baltzar, priestess of Besmara." said with a slight smirk.

Bluff: 1d20 + 2 ⇒ (6) + 2 = 8

Sense Motive DC 8:
You realize that while she's not a priestess in the more traditional sense, her faith is strong.

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