GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 2, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map


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Melli and Mac:
Owlbear again seems to shy away from Melli's advance. He glances down at his own plate, next to him, and looks warily at the food she offers. He shakes his head at her offer, "Already eat."

Luckily, Brother MacLaren is able to prevent Melli from being too aggressive, as the poor man seems a bit spooked by the encounter.

Attitude unchanged. Owlbear Hartshorn added to the crew list.

Beryl:
Giffer initially seems put off by Beryl's advances, but loosens up quickly when she realizes he really is just interested in learning about her. She shares that she grew up in Bloodcove, a nasty city down the Mwangi Coast. Having lost her eye at an early age, she learned to adapt, but when she started Bleaching, she fled the city to find adventure and excitement and reignite her life. Not that the Wormwood has seemed to help matters all that much, but at least it's enough to keep the condition from getting worse.

Giffer Tibbs' attitude increased to Helpful.


The night wears on and passes, and dawn comes once again. In the berths, the crew of the Wormwood awakens and begins preparations for the day to come. Beryl awakens having recovered from the effects of the rum, and Melli finally feels as if she's cleared the vile stuff from her system. Ellie still feels the first ration, from their first night, but that should pass soon. I think that's everyone's Con damage, yeah? Tempest also awakens feeling refreshed, the early night having purged her of the fatigue in her muscles.

Thankfully, this morning, when the morning bell tolls, there is no gang trying to block the stairs. The crew all make their way up to the deck together, and stand ready for the day's tasks. The weather is still clear and normal, and nothing seems to be out of the oridnary. Except for being pressganged on a pirate ship that's apparently run by sadistic bastards, that is.

This morning, Plugg personally assigns Veronica her task, seeming to take the opportunity to visually inspect the new conscripts with a look of distaste in his eyes.

Daily Tasks:
Veronica: 1d6 ⇒ 2 Line Work

MacLaren: 1d6 ⇒ 2 Cooking
Kroop: 1d2 ⇒ 1 Kroop is sober

Beryl: 1d6 ⇒ 1 Man the Bilges
Ellie: 1d6 ⇒ 5 Runner
Melli: 1d6 ⇒ 4 Hauling Rope and Knot Work
Tempest: 1d6 ⇒ 1 Man the Bilges

Daytime actions, ahoy!


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest is clearly upset with her assigned task, glaring at Plugg for assigning it. At least she has Beryl for company, though, "Back to the underbelly, it seems. Wonder if this will become a pattern. I'd be glad to work with you in better surroundings."

She manages the work just fine, but as the day wears on, she call upon Rosie for some help, as the work starts to wear her down.

Strength: 1d20 - 1 ⇒ (15) - 1 = 14
Constitution w/ assist: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11

At some point during the day, she finds Crimson Cogeard and does her best to make show of force, boasting about how she managed to drop six opponents at once the morning before.

Daytime action: Influence Cog Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Runner? Am I a sailor or a ship's boy? The simplest task, but in a way the most insulting-- a whelp so landlocked his knees have grass-stains can still be a runner. Unfortunately it's also exhausting, and Ellie manages the task but without much room for slacking off.

Ship's Task:
Acrobatics (untrained): 1d20 + 3 ⇒ (11) + 3 = 14
Constitution: 1d20 + 1 ⇒ (18) + 1 = 19

Day Action (Sneak):
Fortunately, gallavanting about the ship at top speed all day also gives her an excellent opportunity to explore.

Exploring area A10.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Nice!


Also, I need another Fort save for Brother MacLaren. SHould be the last one, if you pass.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Veronica:

Right before going to sleep, Beryl passes by Veronica's bunker and taps the magus gently.

Ahoy! Sorry for disturbing, lass. - says the Dwarf, pulling a heavy mace to show her - I have a feeling 'tis something that may help 'ya more than me. Would it interest you? Just keep 'me out of 'ya hit list!

He chuckles a little bit, looking around to make sure they aren't being observed.

---=== At the Bilges ===---

Back to the bilges to Beryl, it seems. He sighs, though not loudly, and promptly proceeds to go there. At least Tempest is back there again!

Strength: 1d20 + 2 ⇒ (8) + 2 = 10
Constitution: 1d20 + 3 ⇒ (20) + 3 = 23

He tries to engage her and tells stories about his past - many of such stories clearly exaggerated, but told with skill and great humor - and, at the same time, asks several questions about herself, impressed with her arcane powers and curious about her equally long life.

---=== Day Action ===---

Beryl goes see the quartermaster. He arrives with a big smile.

Ahoy, mate! Nice tae' meet you! - the Dwarf starts - Grok, I believe, it's yarr' assignment? Great acquaintance! They call me Beryl. Beryl Saltboulder!

He waits for her to greet back, and then proceeds to tell one of his best stories (or, at least, the talespinner tries!). He speaks of how he used to work on a ship's engine, and how one time he worked together with that ship's quartermaster to get the ship fixed with a single small lamp! Apparently, the object was blessed by Besmara herself. Or so he swears...

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23 To influence! Hoping to interact a bit and start negotiating after it


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Fort: 1d20 + 4 ⇒ (10) + 4 = 14
Brother MacLaren has acclimated to life at sea!

He assists Kroop in the kitchen.
Profession (Cook): 1d20 + 6 ⇒ (3) + 6 = 9
Damn... would have had it with that book!
Brother MacLaren is clearly distracted by something. Beryl...
He redoubles his efforts and works diligently on the meal.
Foregoing daytime action for another +4 to the roll and thereby passing.


---=== Tempest ===---

Rosie swears and just about seems to throw a fit, but it's all for show, and in the end, she agrees to help out just enough to keep Tempest afloat.

Cog seems to be amused by Tempest's attempt to impress him. Though he correctly asserts that Tempest would probably lose in a straight up melee against any one of the pirates who jumped them yesterday, he does begrudgingly admit that her magic is powerful...

Crimson Cogward's attitude changed to Indifferent.

---=== Ellie ===---

Area A10 is the lower hold and crew berths, as described here. Since this area is one that you frequent, I will allow you a chance to try to open one of the lockers, or select a different area, if you so choose.

---=== Beryl ===---

"Cut-Throat Grok." the quartermaster replies. She listens to his tales, seemingly amused, though at one point, does question, "Aren't you supposed to be working?"

Cut-Throat Grok's attitude changed to Friendly.

---=== Brother MacLaren ===---

Because Kroop is sober, there is no check required for you today. Also, I thought I had mentioned it in the initial post describing the galley, but apparently I did not: The galley itself is well-stocked enough to count as a set of masterwork tools for your checks, granting a +2. You can select another daytime activity, if you so desire.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Sweet! That means that if I can convince Beryl to give me the book at some point, I can have a +9 and succeed on a 1 (barring circumstance penalties).

Brother MacLaren helps Kroop with the cooking. Since Kroop seems to have things well under control, he will look around the galley for any other useful items that might have been lost in the clutter.
Mechanically it's the Sneak activity, but the main point is to make a Perception check in here for anything else of value (and pocket small stuff like coins) without needing a Stealth check. It doesn't look like there are any other areas left to explore, although maybe there is more to find in the bilges.

"Mind if I straighten this up here? My father was a stickler for tidiness in the kitchen, both for safety and for getting orders made faster. That's less of a concern here, but if I have the time I may as well."

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest laughs and jokes around with Beryl as they work, clearly enjoying the time spent with a new friend. She does answer questions openly, though resists efforts to tell her full story.

"My magic is natural, been with me since I was born. Before that, in fact. 'Gifted daughter of the Sky Father,' the Gozrens called me. Amongst other things."

"I don't age as fast as a normal human because I'm not one. Apparently the same magic that runs in my veins also grants me a prolonged life." She shrugs, "I'm not complaining."

In order to head him off, she offers a compromise, "I'll tell you what. Tonight, I'll tell the whole crew my story. Not directly, but like a fable, right? Only you will know it's about me. Deal?" She tosses him a devious smile and wink to emphasize the deception.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I wasn’t sure if there was anything to find down there, secret compartments or whatever, but no I’m not gonna go through foot lockers. Are there any areas that haven’t yet been explored?


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Ellie, on the topic of learning magic - two nights ago:

"Sure, I can teach you some of the basics, see how well you do. I know quite a bit of simpler spells, maybe we can pick a few for you to start practicing, and then wotk from there? We'll just need to find the time and place for it - if possible, I'd like to keep my magic a secret. It's always best if people don't know all of your tricks."

Beryl:

Veronica takes the mace in hand, feeling its weight.

"Thanks. I didn't get to show it today, on account of Tempest's light show, but I can be pretty deadly with just my fists. But this lets me pull some extra tricks." She grins and focuses on the mace for a second, and it seems to be covered in a subtle magical light.
"It should come in handy if we get into a serious fight. As for my hit list, I'd say you're safe, unless you suddenly decided to join up with Scourge and his thugs!" She finishes with a hearty laugh

Veronica wakes up a bit earlier and spends sometime with her spellbook, before they leave for the deck.

Although the morning seems to start uneventfully, Plugg's presence and the look he gives the party leaves Veronica a little on edge.

Why'd he choose to come today but not yesterday? And why does he seem so interested in us?

---=== Line Work ===---

Profession (Sailor): 1d20 + 2 ⇒ (13) + 2 = 15
Constitution Check: 1d20 + 2 ⇒ (5) + 2 = 7

Working the sails for the whole day is pretty hard work, and leaves her feeling exhausted afterwards. But her mind is still feeling sharp enough for what she planned the night before.

---=== Day Action: Influence: Maheen ===---
Gather Information: 1d20 + 1 ⇒ (4) + 1 = 5

As she's finished for the day, she calls to Samms and talks with her for a bit, mostly small talk about the crew, before asking her the favor she had in mind.

"Samms, do you happen to know any good ghost stories? I need to have a little talk with Maheen, and I think if he hears one beforehand it might just put him into the right state of mind for it. Are you up for it?"

For her part, Veronica tried to use the cantrips she'd prepared especially for this purpose during the day, whenever she could spare the time and could do so without be seen, to present Maheen with a mix of ghostly lights, sounds and moving objects. She continues to do it until the end of the day, where she approaches Maheen after using her magic to enchance her abilities as best she can.

As the day before, using Tears to Wine and Guidance for a bit of a boost to the check - even with the circumstance bonus I hope I get, those 25 DCs are no joke

Casting one last spell (Ill Omen), she follows Maheen and gently taps him on the shoulder, a seemingly worried expression on her face.

"You ok? You seem like you've just saw a ghost!

She holds the expression for just a slight moment, before narrowing her eyes at him.

"That's because you actually did - I got a bit of an affinity with the spirits of the sea, and called for a bit of help after you refused to listen to my buddy Ellie yesterday. Now, I asked them to keep it tame for today, hoping you'd be more reasonable now. I offer you a deal: You apologize to Ellie and you never try to pull something like yesterday against anyone in the crew, and I call the ghosts off. I find out you've broken any of those terms, they'll be back with a vengeance. Are we clear?"

Intimidate: 1d20 + 8 + 2 + 2 + 1 ⇒ (14) + 8 + 2 + 2 + 1 = 27


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== With Tempest at the Bilges ===---

The kineticist smiles.

Ay! Certainly, lass. 'Aye like a good fable. Make me proud, will 'ya? - and he finally lets her go, focusing again on the work.

---=== With the Quartermaster ===---

Beryl frowns, eyes wide open.

Oh, yeah, lass. Definitely have to get back ta' the bilges... Ya' reminded me, though, b'fore I go... - says the Dwarf, quickly following up - Maybe ya' could hook up an ole Dwarf, huh? I miss some of me' gear. Me' "engineering" tools... Me' clubbie... Me' armor. They're as holy as tha' Besmara symbol which was taken from me as well. Protect me of curses, 'ya know. Any chance tae' get 'em back? Or maybe sum'... First time discount o' sorts?


---=== Brother MacLaren ===---

Fishguts shrugs off the request, "Aye, I suppose so. I don't mind it, but yer gonna be working' in 'ere too, so if yeh feel like it, go ahead."

MacLaren makes s dent on the chaos, and ends up finding a case of six bottles of good Chelish brandy, and three bottles of what might possibly be the finest rum he's ever seen. The brandy would be worth 20gp a bottle, and the rum 12gp a bottle.

You found the booze stash! Don't worry, everything you can find in here is considered "lost" and the book makes a note that Kroop will allow the cook's mate to keep anything they find in the galley.

---=== Ellie ===---

That's actually a good question. I took a look at the map, and the answer is no. The only places that haven't been formally explored are either areas you have regular access to, or are heavily restricted.

---=== Veronica ===---

Maheem looks spooked, and seems to be frowning harder than usual. He does his best to maintain his composure, though, when facing Veronica, "Look, she accused me of working for Fipps, but no one works for Fipps. I just told her she don't know who pulls the strings around here. I don't want no trouble, ok? We did what we did, and your friend put a stop to it. What's done is done, ok?"

Maheem's attitude changed to Unfriendly.

---=== Beryl ===---

Grok laughs at Beryl's request, but it is a friendly sort of laugh. "I like you, dwarf. I'll tell ya what. Come on back after we get supper sorted, alright? I'll let you in and we can talk about tradin'. Sound fair?"

You may now spend your nighttime action to shop at the quartermaster's store.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Str: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21
Con: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14 The -1 is from con damage. I'm 2 down, I believe.

Melli throws herself into her work, getting it done as quickly as she can. Knots aren't too hard, and if the ropes are a bit heavy for someone of her stature, she at least doesn't complain about it too much. It's not too long before she's done - or as done as she can be on this ship.

In the interest of moving on, since work was crazy today and I didn't get a post at lunch, I'll just Work Diligently.


---=== Bloody Hour ===---

Today seems to have been rough on the crew, as several sailors are given verbal warnings for incomplete work. Crimson Cogward is called up for a second day in a row, and is given six lashings for his second offense. Maheem is the final call, his tormented day apparently having made him unable to work properly. He is given three lashes.

---=== Dinner ===---

Tonight, fresh fish stew is brought out to the crew. It is served up, along with the rum ration, and the crew is released to their nightly recreation.

Perception DC 15:
Scourge and Plugg can be seen on the poop deck, talking softly while looking, particularly, at the group.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Still in no hurry to try and drink the rum they're given no matter how Brother MacLaren might water it, Ellie tosses it overboard.

Stealth (untrained): 1d20 + 3 ⇒ (8) + 3 = 11

One of the pirates turns his head at the wrong moment. Thinking quickly, she puts the empty cup to her mouth. Gods, even the last drop is foul.

"Okay, let's share what we learned. I searched the crew deck in case there's anything interesting, I didn't open foot lockers but I was hoping there'd be a smugglers compartment or two. Came up empty."

"And don't look now, but it looks like Scourge and the mate are plotting against us now."


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CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Tempest takes her meal and ration with a smile, heading to eat with her new friends. Though she does note Scourge and Plugg watching them.

"Yeah, I noticed that, as well. Wonder what other nasty tricks they have in store for us next."

If there's any other RP that needs to be done, I'll do it retroactively. It's STORYTIME!

Once she's finished eating and drinking the transmuted poison rum, she sets her plate aside and stands up. She walks over to wherever the nightly entertainments are starting, and clears her throat.

"Greetings! I come to you again, with another tale of the sea. The tale of the Voice of the Storm. This one, you may have heard before, and that's because it actually happened! But the version told these hundred years in the taverns of the Shackles is only half complete. Only the faithful of Gozreh know the true ending. But tonight, I'll let you in on it.

Long ago, a mighty thunderbird made her nest in the Eye of Abendego. She was powerful, stronger even than others of her kind. It was said, and the Gozrens still believe, that she was the daughter of the Sky Father himself. She was certainly capricious enough to fit the bill. All the seas around the Eye were her domain, and her favored prey were the ships that sailed it. It wasn't long until captains started taking notice. Some would send offerings into oncoming storms, hoping to appease the beast. Others decided to take the risk, sailing through gales and hoping to never hear the shrill cry, over the thunder, which heralded their coming doom.

The Apsis Consortium put a price on the Voice, as did the Hurricane King. Cheliax, in all of their 'wisdom,' sent warships agaist her. And she laughed at all of the would-be hunters, and sent them to the depths. For how can man, bound to the surfacce, hope to compete against a foe in the air, who commands the wind itself? Well, one Free Captain of the Shackles figured it out. Captain Lara Blackblade.

She wasn't the first hunter to use magic against the Voice, but her magic was...different. Of a type the Voice hadn't seen before. Blackblade bound the Voice's wings, forced her into the sea, onto a level playing field. It wouldn't hold her forever, though, and Blackblade knew that. She hda brough three more ships with her, in addition to her flagship. Each one fitted with a ballista that had been modified to fire a giant harpoon, connected to the ship by an iron chain. As the Voice surfaced, she was pierced by the harpoons, the chains pulled taut to prevent her taking to the skies, no matter how hard she fought.

And oh did she fight. Sunk one ship, and escaped the bond of another. Blackblade had to make a choice. And before the giant bird could lift off, she turned her flagship towards the beast, and rammed her at full speed. This proved to be the fatal blow, which ended the Voice of the Storm. And that, my fine friends, is where the story would end, if it were being told by someone from the Shackles. But as I said at the start, the true ending is known only to followers of Gozreh. In particular, the Storm Kindlers.

The Voice of the Storm was Gozreh's daughter, remember. Or, at least, that is what Gozrens believe. They heard His call when she fell, and set out, on His orders, to retrieve her broken body, and perform the rites to return her to life. The ritual worked, of course, and her soul was returned from the Boneyard, but her body was too broken, too far gone, to support it. So they needed a new vessel. As it so happened, the previous day, they had received a miracle, wrapped in unimaginable tragedy. A baby girl, born without the breath of life in her chest, and whose mother had succumbed shortly after. The small body was offered up to the spirit of the Voice, who took it as her own.

What happened next is known only to the Gozrens of a century ago. Perhaps the power of the Voice was too much for the human body, or perhaps she regained her form and flew off in search of a new hunting grounds, having grown bored of her time at sea. But maybe, just maybe, she's still out there, building her power in preparation for her glorious return..."

Night Action: Perform (Oratory): 1d20 + 9 ⇒ (11) + 9 = 20


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3
GM Imperius wrote:
You found the booze stash! Don't worry, everything you can find in here is considered "lost" and the book makes a note that Kroop will allow the cook's mate to keep anything they find in the galley.

Excellent!

Brother MacLaren doesn't have a footlocker yet, does he? So the stash will stay in the galley until he has a fairly secure place for his stuff. He'll keep it away and out of sight; he does trust Kroop, but the man clearly has a fondness for drink that he isn't all that good at managing. I'll share a drink of the good stuff with him when we have cause to celebrate... like if Scourge happens to fall overboard and be eaten by sharks.

As before, Brother MacLaren is happy to Purify the rum rations, and to conjure ale, but when it comes to Beryl's mug he just keeps conjuring water.

He responds to Ellie, "Well of course Scourge and Plugg hate us. We are more capable and better-looking than them and they are both jealous and fearful for their positions. Naturally they'd be threatened by us. However, I also believe that - present circumstances notwithstanding - we are also more favored by the gods, and this will all end with them becoming fish chum, sooner or later.
Now, to help Fate along, we should make as many friends as we can on this ship. Melli, would you care to accompany me to try again with your friend Owlbear?"

He listens to Tempest's story with some interest. He raises an eyebrow at the conclusion, having already seen some of Tempest's air-and-lightning magic. Well, now. Could that be true? And if not, does she believe it anwyay? I suppose time will tell.

Nighttime Action:
Brother MacLaren will attempt to befriend Owlbear as Melli had tried before. He'll approach cautiously and speak slowly.
"Hey there. I'm Mac. Look, I brought fish stew. I think Kroop did a fine job. Do you like it? I can add more salt if you want."
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22

Melli:
As I suggested in Discord, I'd be very happy for an Aid Another on befriending Owlbear, since your Aid gives a +4 bonus.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

---=== Bloody Hour ===---

Veronica winces a bit as Maheen gets whipped.

That's me up there, delivering the whipping. Not that the bastard didn't deserve some pain after what they all did to Ellie on the first day, and what they had planned for yesterday. But I didn't plan to mess up his work on the ship though - if I'm choosing revenge over keeping the ship running, I'm no better than the captain and his mates.

---=== Dinner ===---

Veronica approaches the group, visibly tired and with a more reserved attitude instead of her more usual confident one. She does offer to cast Purify food and drink on the rum rations of whomever requests it (and does so on her own), after Mac showed yesterday that it was effective in making it safe to drink.

"I didn't learn anything new, although I did have another talk with Maheem - I think I managed to scare him enough to make him at least reconsider pulling something like yesterday again. My setup for the talk probably led directly to those lashes he got, though"

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

I didn't notice anything - too lost in my own thoughts I guess - I can't let that happen again, we need to stay alert.

"We better stay on our toes then. We've been model crewmates when it comes to our daily tasks, so they have no reason to punish us openly. And they know their goon squad can't really do anything to us. Whatever they're planning, it will probably be something to take us by surprise, without witnesses by the rest of the crew. It's probably no coincidence that Plugg came to assign the most tiring task he could to me personally today. We should try to stick together as best as we can"

Mac's much more positive outlook on the situation does make her smile and helps her mood a bit. "If they're fated to become fish chum, I'd be more than happy to help it along. I'd go along with you, but I'm too tired today - I think I'll have to retire early today"

Veronica's mood seem to lift a lot as Tempest tells her tale - at least for the first half. She shouts her grandmother's name as Tempest reveals it, holding her cup high. Bringing down the Voice was one her grandmother's greatest feats and one she always loved to hear.

Didn't really need that Gozren add on at the end though, but I figure it makes for an effective pirate story, leaving as all wondering if the Voice might one day come back. But it's been a century already - if it was back as she said, wouldn't it already have made itself known?

---=== Night Action: Sleep ===---
Tired as she is from the day's work, Veronica will try to retire early tonight, but hopefully can make her way to the bunks with some company, just in case Plugg and Scourge are trying to catch one of us alone


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

---=== Brother MacLaren ===---
”Agreed.” She nods toward Crimson Cogward, fresh from the lash. ”I’ll try him, he might be hating Scourge pretty hard right about now.”

---=== Night Action ===---
Influence: Crimson Cogward

After Tempest finishes her story, Ellie sidles up to the pirate who had just received the most lashes. ”She’s with me, y’know. Took out Fipps and his little friends with one blow, she did. And I think Scourge was hoping they’d take us out.” She lowers her voice conspiratorially. ”We can’t touch Scourge of course, but it’s obvious he’s not half as smart as he thinks he is. Even to me and the other new crew, and we just got here. I’m looking for more ways to remind him of that. You in?”

Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24


---=== Tempest ===---

The crew seems engrossed in the story, with several boos coming at the mention of Cheliax, and cheers at the mention of Captain Blackblade (including from Veronica). When she finishes, though, there are fewer cheers than the previous story Tempest told. Still, she can hear quiet discussions about the endings proposed, for better or worse. The lack of subtlety is not lost on some of the more clever of the crew, and some of the looks she is being given shows that some of them caught the subtext.

---=== Brother MacLaren ===---

Owlbear is found in the same spot as always, but tonight he is snacking on live crabs, breaking their shells with his fingers and teeth. He looks suspiciously at the food, but takes it and eats slowly, watching MacLaren as if anticipating an attack.

I'll wait until Melli posts to confirm any change in attitude.

---=== Veronica ===---

Samms rests a hand on Veronica's shoulder as she expresses regret about her role in gettig Maheem lashed, "Try to to worry about it too much. He decided to bend to Scourge's demands, and it ended with Scourge whipping him. If anything, it just shows how much of a bastard Scourge is, that he's willing to toss them away like that."

When Veronica heads to bed, Samms also accompanies her, to watch her back. Assuming no one needs the Influence boost, or decides to accompany her instead.

---=== Ellie ===---

That roll is just so close, and Ellie has had such bad luck in influence so far, I'm going to throw in a +2 for Cog being pissed at Scourge.

Cog nods along with Ellie's proposition, shooting a glare in Scourge's direction near the end. He goes to take a drink from his mug, but uses it as a cover to reply, "I'm in."

Crimson Cogward's attitude changed to Helpful.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Beryl notices the officers on the poop deck, but does his best to pretend he didn't notice them. He sits happily with the others, clapping at Tempest story vigorously.

Hah! Look at that, such creativity! - he says, not to anyone in particular. He likes a good story.

Meanwhile, he waters his rum ration again using his own kinetic abilities. CON 1 damage for the night

Fortitude: 1d20 + 5 ⇒ (17) + 5 = 22 To avoid addiction; extra +2 vs. poison

---=== Night Action ===---

Beryl goes back to the quartermaster store, as he agreed with her. Big smile in his face, he knocks briefly on the door, and then comes in, leaning against a wall.

Ahoy, mate! Here I am back. - he speaks - So... We were talking about sum' of me' things. Me' tools, Me' armor, me' clubbie... And how they're as important and holy tae' me as me' own holy symbol of Besmara, taken when I was... Recruited. Will 'ya help 'tis ole' Dwarf?

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25 To barter, hopefully?


---=== Beryl ===---

Grok listens to Beryl's impassioned plea, nodding, "Now, yer not the first sailor to come in here lookin' to nab back somethin' that was taken from them. But like I tell all of them, what comes aboard is the Captain's booty, plain and simple. I can't just be handing it out willy nilly, or I'll end up like Magpie. That said, I could loan you some equipment from the store, on a temporary basis. Of course, upon orders, you'd be expected to return it. You understand?"

Beryl is able to recover his starting gear. Grok also has other gear in stock that could be separately purchased or bartered for.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Melli nods to McClaren. "Yeah, let's pay him another visit. He seems like he could use the company, and I want to check and see if he got the rest of the feathers off." She sighs. "I'd also like to get my hands back on my sword at some point. It's important to me, and I don't trust the way Scourge and Plugg keep looking at us either."

Brother McClaren and Night Action:

Sure, let's do it. That being said, I have no idea if Owlbear actually wants food. I'm just guessing.

Diplomacy (aid another): 1d20 + 3 ⇒ (11) + 3 = 14

Melli follows Brother McClaren into the hold, but holds back on actually talking to Owlbear until he's sure he's settled down. Instead, she approaches cautiously and checks him for feathers he's missed.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== With Grok ===---

Beryl thanks the quartermaster, immediately equipping himself. He's tying the hanbo to his wrist sheath when he speaks again.

Thanks, thanks a ton, me' lass. I was feeling vulnerable... In danger, ya' know? - he says, a low tone - And of course, if 'tis asked back, just lemme know. I won't let 'ya run into trouble.

He produces a golden coin, which he puts over the counter.

'Tis one for your trouble, mate. - he speaks, then following up - Now, I need ta' help a small friend o'mine. Would 'ya happen to have sum'thing small, light, stabby? It could be a small dagger, or maybe a shortsword. And 'ya can go ahead and tell me if 'aye can be useful tae' you as well... T'would be me' pleasure to help.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23 Trying to barter


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Thanks Samms. Veronica replies, smiling back. "Don't get me wrong, I agree he deserved what he got, and it was a fitting punishment for his choices. But if I wanted him hurt, I should have done it myself. Sabotaging someone's work so he gets whipped at the end of the day? That just feels... Low. And more importantly, it endangers the ship, which in turns endangers you all. Just because the higher ups don't seem to care doesn't mean we shouldn't."


---=== Melli and Mac ===---

That's your duo name, now.

Owlbear is still covered in feathers, and removing them is becoming more difficult the longer the tar has to set. He still recoils a bit where Melli tries to help him, though.

Owlbear Hartshorn's attitude increased to Unfriendly.

---=== Beryl ===---

Grok opens up the chests in the store, to allow Beryl to browse what's available. "I'll keep that in mind."

With your roll, you can request a "loan" of up to 150gp of gear, OR get one more PC's starting gear back. Anything further will require coin. I'll make up a google sheet with what's all available.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== With Grok ===---

Beryl thanks the quartermaster, then goes through his companions things; he is coming from mind, trying to remember at least something basic that they revealed before could be more useful.

Assuming Beryl had been talking to all his 5 teammates, my plan is to find an object worth up to 30 gold from each one - so I will let you guys tell me what you would like Beryl to search for you, and I will distribute it tonight before sleeping

Keep it in mind, lass... If there's something ole' Beryl can help you with, just whistle. - he completes, leaving the store behind.

---=== Pushing the Night ===---

With his tools in hand, Beryl locks his companions belongings on his footlocker (with his good quality lock) to distribute on his first chance, then goes for an extra adventure for the night. The roguish Dwarf waits until the coast is clear, then hides on the shadows, and stealthily advances to try to break into one of the lockers. He's a pirate, after all...

(not one of his companions, and not from someone he knows to be friendly already for them... Please feel free to roll a die to choose whose he'd break in!)

CON: 1d20 + 3 ⇒ (12) + 3 = 15 vs. Fatigue, One extra action
Stealth: 1d20 + 6 ⇒ (15) + 6 = 21
Disable Device: 1d20 + 7 ⇒ (17) + 7 = 24 With thieves tools

I think I could use a free "Take 20" from the rules, but wasn't sure so I rolled anyway


---=== Beryl ===---

Beryl manages to open the lock on the footlocker without too much trouble. Inside, he finds various coinage totaling 18gp, a bullseye lantern, a thunderstone, and a silver ring worth 5gp.

I believe that wraps up everyone's night actions. I'll follow up with a post to start the next day soon.


---=== Day 4 ===---

The morning comes all too soon, and the crew prepares for another day of "fun" aboard the Wormwood. With all that's happened so far, it's hard to believe that less than 72 hours have passed since the newly pressganged members awoke in their hungover state. The ship's bell tolls to indicate the start of the day, and the crew ascends the stairs to the main deck.

Once again, Plugg is on hand, overseeing the process closely. He does seem to be a bit on edge, as well.

Daily Tasks:
Veronica: 1d6 ⇒ 3 Upper Rigging Work

MacLaren: 1d6 ⇒ 3 Fishing
Kroop: 1d2 ⇒ 2 Kroop is drunk.

Beryl: 1d5 + 1 ⇒ (2) + 1 = 3 Swab the Decks
Ellie: 1d5 + 1 ⇒ (5) + 1 = 6 Repairs
Melli: 1d5 + 1 ⇒ (2) + 1 = 3 Swab the Decks
Tempest: 1d5 + 1 ⇒ (3) + 1 = 4 Hauling Rope and Knot Work

Go ahead and roll your job tasks, but do not choose daytime actions yet. ;)

---=== Brother MacLaren ===---

When MacLaren gets to the galley, he finds Fishguts insensibly drunk. The poor man can't even find his way out of bed. Because of this, Brother MacLaren must make the day’s meal for the pirates by himself, in addition to his normal duties for the day.

Rules:
When the task is simply to cook, then only the one Profession check is needed.

If MacLaren has to hunt or slaughter the food as well as cook, such as is the case today, all checks for both tasks are made with a –4 penalty. In such cases, if he takes any ship action during the day other than working, all work checks automatically fail (MacLaren does not receive the +4 bonus for working diligently in this case).


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Fishing...

Brother MacLaren is not a trained fisherman, nor is he particularly good at Survival. And, Kroop is drunk.

Can he get any of the crew who are Friendly to help him out on this effort? It's not a Rigger or Swab job, but if any of them know their way around a fishing net, he'll take them. Maybe Sandara Quinn?

Survival, Kroop is drunk: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1

Nope... doesn't matter who helps.

Brother MacLaren is hopeless at this task. He'll be in the bilges tomorrow.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Swabbing the Deck (Str): 1d20 + 1 ⇒ (19) + 1 = 20

Melli is not hopeless at her task. In point of fact, swabbing seems pretty much like mopping, and she's seen enough of that in her tavern-crawl across the Shackles that she can imitate it well. She does notice Plugg's demeanor is on edge, and keeps an eye on him as best she can while she works.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest keeps an eye on Plugg, even as she heads off to her task. Something's up. He's not happy, and he's looking for someone to take it out on.

She gets to work as best she can, for now, but looks for an opening to get some extra-curricular time.

Profession (Sailor): 1d20 + 6 ⇒ (16) + 6 = 22
Constitution: 1d20 + 1 ⇒ (1) + 1 = 2

The knot work comes naturally to her, thanks to her time with the Storm Kindlers. But not matter her aptitude, the fatigue sets in quickly...


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica wakes up feeling much better. She again spends sometime with her spellbook, opting for a spell selection more suited to a fight.

After the looks we were getting from Plugg and Scourge last night, we'd best be as ready as possible

1st level: Shield, True Strike
0th level: Daze, Ghost Sound, Dancing Lights

Plugg's presence and demeanor reinforce her suspicions, and she tries her best to keep an eye on the pair as she goes about her work on the ship.

Climb: 1d20 + 8 ⇒ (18) + 8 = 26 7.5
Climb: 1d20 + 8 ⇒ (14) + 8 = 22 15
Climb: 1d20 + 8 ⇒ (11) + 8 = 19 22.5
Climb: 1d20 + 8 ⇒ (9) + 8 = 17 30
Climb: 1d20 + 8 ⇒ (2) + 8 = 10 37.5
Climb: 1d20 + 8 ⇒ (11) + 8 = 19 45
Climb: 1d20 + 8 ⇒ (17) + 8 = 25 50

Profession (Sailor): 1d20 + 2 ⇒ (14) + 2 = 16

Even with her attention focused on tracking Scourge and Plugg as they move about the ship from her vantage point, she easily accomplishes her assigned repairs.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Profession (sailor): 1d20 + 10 ⇒ (4) + 10 = 14

Ellie accomplishes her repairs with ease, splicing ropes and stitching sails quickly and smoothly.

Is it just me, or does Plugg seem on edge today? Whatever is bothering the mate can't be good for the crew. She looks at her allies, those that are within eyesight anyway, and it's clear from their own wary expressions that they've noticed as well.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

GM & MacLaren:

GM, MacLaren wants to develop more the friendship in-character, after the "book episode"; please assume Beryl didn't hand him the heavy mace, then, and assume Beryl didn't get anything for MacLaren from the quartermaster, only until we interact in-character and resolve the issues! From the quartermaster, Beryl picked up a small rapier for Melli, a regular rapier for Ellie, and the cutlass for Veronica.

Melli:

Beryl approaches Melli right after they wake up. With a smile, the Dwarf gives her small rapier back to her, winks, and departs.

Ellie:

Beryl approaches Ellie right after they wake up. With a smile, the Dwarf gives her rapier back to her, winks, and departs. If she wants to give him back the mace, he will pick it up to sell later, or to offer to someone in more need.

Veronica:

Beryl approaches Veronica right after they wake up. With a smile, the Dwarf gives her cutlass back to her, winks, and departs. If she wants to give him back the mace, he will pick it up to sell later, or to offer to someone in more need.

CON: 1d20 + 3 ⇒ (11) + 3 = 14 Swabbing the decks

Beryl swabs the deck with Melli, thinking on what he should try to do next.

Hah! T'seems we're doing a good job today, huh? - he tells her, meanwhile, just making conversation. He notices Plugg on edge, but doesn't say anything about it.

Holding on declaring the day action as requested.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Beryl:

"Thanks Beryl. I'll admit it, I'm getting kinda curious about how you're getting this stuff, but I know better than to ask" She winks back at the dwarf.

"Although there is one thing I'd like to ask of you. Keep an eye out for my family's cutlass if you ever go on another "acquisition trip". You don't have to take it, as I'm sure it'd be noticed pretty quickly, but just let me know where it is."


Please note that anyone can go and talk to Grok to get your gear back. Just need a Diplomacy (not Bluff/Intimidate) check.

---=== Tempest ===---

An hour or so after Tempest begins her work, Plugg approaches her, looking over her with a sneer, "The Voice of the Storm, huh? I don't buy it." He walks off without giving her a chance to respond, but it is clear that he understood the subtext of her story.

---=== Ellie ===---

Scourge, meanwhile, approaches Ellie to "inspect her work," though it is clearly an attempt to either intimidate or possibly seduce her. Maybe both? Either way, it is gross and uncomfortable.

I'm not RP-ing that out, even if it is within character for him.

---=== Everyone ===---

Around mid-morning, a shout is heard as Jack Scrimshaw rushes up on deck, drawing the attion of just about everyone. He makes a bee-line for Plugg, who looks more annoyed than concerned at the youngster as they talk.

Perception DC 10:
Jack's face is ashen and scared, and you can overhear as he explains what happened to Plugg: "I...I was in the....the bilges. Catching rats. And...and something bit me. Something big! I don't...know what it was..."

Plugg scowls and glances around, "I need some volunteers to go investigate the bilges." He calls out. Without waiting for anyone to speak up, he immedaiately points out Veronica, Beryl, Ellie, Tempest, and Melli, "You lot, get down there and figure out what's going on! Take the cook's mate with you, too. And don't bother come back out until whatever down there is dead!"

---=== Crew Berths ===---

Once the group has collected Brother MacLaren and descended the stairs into the crew berths, they can hear noise coming from the hatch that leads to the bilges. A scratching, squeaking sound that only seems to get louder. As they approach the hatch, it wobbles a moment, and a horde of rats bursts forth, squeezing their way out of the edges of the opening.

Batch initiative!
Group Initiative: 1d20 + 3 + 1d20 + 2 + 1d20 + 5 + 1d20 + 4 + 1d20 + 3 + 1d20 + 1 ⇒ (13) + 3 + (10) + 2 + (14) + 5 + (13) + 4 + (11) + 3 + (6) + 1 = 85/6≈14
Rats Initiative: 1d20 + 6 ⇒ (12) + 6 = 18

The rats scramble and scurry, forcing their way up through the hatch while spreading out over the floor, sniffing and searching. They seem to hone in on the party, and begin moving towards them.

Map is up in Discord.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl does a side step, then lets out a blast of pure water.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The physical blast of pure water advances with violence towards the closest creature, seeking to clash against it as a raging wave.

As soon as the attack flies, the Dwarf's hands shake, and through the room - noisily - drops of water start to fly towards him. Little planks of wood lift, boxes shake, hair moves back and forth as if a strong, small cyclone of water is being born in the small room.

5-foot-step, standard for kinetic blast, move to start gathering power for the next round.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren is rather confused as he is gathered for duty. Why send me with these five? Just because we were picked up on the same day?

But he says nothing. He's grateful for the break from the futility of his fishing efforts. On the way to the bilges, he will pick up any handy object that would work as a club - like a belaying pin or something. Even a bucket if need be.

"Oh look. We have to fight a bunch of rats." He sounds entirely unenthused as he wades into battle.

Brother MacLaren will take a step forward and smash at the rats with the improvised club in one hand and his tankard in the other. There is no joyous battle cry, no excitement. Just duty.

Club, TWF: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Tankard, TWF: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5

Not a great first impression.

He notices Beryl's blast of water. Hmm. So the thief is also a sorcerer. A dwarf of many talents.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Not really what I was expecting when I woke up this morning.

Veronica focuses on her sword for a brief moment, channeling magical energy into it, before stepping up to the giant mass of rats, holding the cutlass with both hands, and attempting to hit as many as she can with a powerful swing.

Swift action: Arcane pool

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 7 ⇒ (3) + 7 = 10


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

The air swirls around Tempest as the rats start to appear, accompanied by a slight static charge. She almost seems to glide as she moves, behind Veronica and Brother MacLaren, to a spot where she can unleash her magic unimpeded, and without catching her new allies in the process.

Casting Color Spray. DC 16 Will save or:
2 HD or less: unconscious, blinded, and stunned rounds: 2d4 ⇒ (2, 1) = 3 and then
3 or 4 HD: blinded and stunned rounds: 1d4 ⇒ 3 and then
5 or more HD: stunned 1 round

Effects are cumulative.


Will Save: 1d20 + 2 ⇒ (13) + 2 = 15

While the rats remain conscious, they are absolutely affected by the spell, looking disoriented and confused.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Melli drops into a fencer's stance, then puts her back against the hull of the ship and pokes at the nearest rats. You use different moves when you're fighting something small.

Attack (rats): 1d20 + 5 ⇒ (17) + 5 = 22
Damage (rats): 1d4 + 4 ⇒ (4) + 4 = 8


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

---=== On Deck ===---

For future reference, I don't really have any "red lines" that I don't want crossed with this character. So if something comes up again, knock yourself out I'm down for it. (Though spoiler tags may be in order.)

Ellie gets the distinct impression that Scourge is there to "inspect" more than just her work. Is it her imagination or can she actually feel his eyes crawling over her? She shudders at the implication but says nothing, worried that anything she might say would only make the situation worse.

---=== Crew Berths ===---

The half-elf grabs her rapier and heads below, all too eager to have a reason to leave the main deck today. "Seems they've left the bilges," she comments dryly as she rushes in.

Rapier vs rats (if they can be skewered): 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Ellie:
I considered it, but even just thinking of things to have Scourge say made me physically ill. It may not be a red line for you, but apparently it is for me.

Beryl's water blast is the first to make contact, sending a chunk of the rats flying. Depite their best efforts, though, MacLaren and Veronica are unable to follow his example. Thus follows that Tempest enters the fray, her magic once more taking her enemies out of the fight, at least temporarily. The swarm, however, is still alive, and will return to its collective senses all too soon. Melli and Ellie take advantage of the temporary reprieve, though, to skewer a few of the stunned rats. That said, their attacks are not nearly as effective as they could be.

The swarm takes half damage from the rapier attacks.

GM Notes:
11 damage taken
1 round since CS

The swarm seethes, but seems incapable of moving or attacking for the time being.

Perception DC 15:
As the squeaking of the rat swarm dies down for the moment, more scratching and squeaking sounds can be heard from the bilges.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

With the horde temporarily subdued, Tempest gathers the energy around her, condensing into her palms an arcing mass of electricity. She throws her hands out towards the swarm, unleashing a bolt of lightning into it.

Elemental Ray: 1d20 + 3 ⇒ (10) + 3 = 13 vs Touch AC
Electricity Damage: 1d6 ⇒ 5

Perception: 1d20 + 2 ⇒ (3) + 2 = 5

The crackling of electricity around her keeps Tempest from hearing anything.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Ugh, can't say I'm used to fighting swarms of rats." Veronica says as her swing fails to hit any of the attacking pests.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

With Tempest's spell doing it's thing and stopping the rats for the moment, Veronica notices that the scratching and squeaking hasn't really stopped, just seems to be coming from further below.

"Nicely done Tempest, as always. But we better clean this up quickly - I can hear more of them coming up from the bilges"

Taking advantage of the rats' stunned state, Veronica takes aim and delivers a powerful swing to the mass of creatures, trying again to hit as many as she can.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Swarms are immune to critical hits, right? :(


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Brother MacLaren hears nothing.

He continues to flail away at the rat swarm.
Club: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Tankard: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Stunned AC is flat-footed with an additional -2, so maybe the 11 would hit?

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