GM Imperius' Skull & Shackles

Game Master bluedove

Skull & Shackles Art and Maps
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Shaking his head, the Magenta sailor leans on the rope, "Your as batty as the half elf." As he watches her stumble over his dead comrade.

Will: Magenta: 1d20 + 1 ⇒ (12) + 1 = 13
Round 6
Ellie
Mac
Melli - 3
Tempest
Veronica

Rahadoumi sailors (11 HP)
Berry red: - 12 unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 (surrendered)
Green: -12 unconscious/stable
Magenta: - 7
orange: dead
Purple: dead
red: blinded and stunned
yellow: - 13 hp unconscious/unstable


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren steps up and attacks sailor with blade and tankard.

Rapier vs Magenta, Bless, IC, TWF: 1d20 + 4 + 1 + 1 - 2 ⇒ (11) + 4 + 1 + 1 - 2 = 15
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Tankard vs Magenta, Bless, IC, TWF: 1d20 + 4 + 1 + 1 - 2 ⇒ (19) + 4 + 1 + 1 - 2 = 23
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

The tankard lands a solid shot to the man's head.

I wish there were another way... but we are pirates for now, and if we go soft then the Captain will probably have us keelhauled.


Round 6
As the wounded magenta Rahadoumi sailor tries to hold on to the rope, MacLaren thrust his rapier into the mas chest. The sailor turns and looks at 'Cayden's' Cleric. Mac watches his eyes dim, before he smashes the man in the head with his tankard, watching him fall to the ground dead.

The Cyan Sailor moans, as he watches the man he'd 'surrender' to bash the skull of his fellow sailor. While the red sailor at Ellie and Veronica's feet begins to stir.

Stabilize: yellow DC 13: 1d20 + 1 ⇒ (6) + 1 = 7

Round 7
Through the fog, our intrepid adventurers can see the Rahadoumi crew scattering or surrendering. As the sounds of combat begin to dwindle they see Captain Harrigan appears from the aft cabin, gripping what appears to be a human heart in his hands. The captain continues to move past them into the fog, headed for the fore deck, the Cyan sailor crawls towards the gunwale to get out of the captain's way.

Round 7
Ellie
Mac
Melli - 3
Tempest
Veronica

Rahadoumi sailors (11 HP)
Berry red: - 12 unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 (surrendered)
Green: -12 unconscious/stable
Magenta: dead
orange: dead
Purple: dead
red: blinded and stunned 2/2
yellow: - 14 hp unconscious/unstable


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 wanders up the stairs, leaning on the railing next to the wheel, "So, sounds like this will be over soon. Oh, that one's still kicking. We tying him up, or...?"

She reaches out to point at the squirming man red, throwing another bolt.

Elemental Ray Touch Attack vs Red: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Electricity Damage: 1d6 + 1 ⇒ (4) + 1 = 5


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

Sour bile wells up Ellie’s throat when she sees Captain Harrigan and what he’s holding. She swallows to keep from throwing up. ”Yes,” she manages to say. ”Tie him. If we gain a man, we might be glad for it. If we don’t… we lose nothing from the effort.” She casts around for a rope to tie up the rousing sailor.

End of bardic performance.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

I guess this kind of gruesome display was to be expected

Tempest's bolt at least takes her attention from the captain and his "prize" and back towards the sailor at her feet.

"Ellie's right - there's nothing to gain from executing him right now, and we could use another pair of hands on the ship"

She kneels down while Ellie looks for a rope to use and speaks to the man.

"The battle is already over - your crewmates are all either unwilling or unable to fight back. You're in no condition to fight us, and even if you were, there's five of us here and only one of you. I suggest you surrender and hope our captain shares our views."


The stunned and blinded sailor moans as Tempest blasts him with her lighting bolt. As Ellie ends her unusual performance she begins looking for rope as Veronica admonishes the smoking man to surrender. Though it's difficult to tell if he's really processing exactly what's going on.

Round 7
Ellie
Mac
Melli - 3
Tempest
Veronica

Rahadoumi sailors (11 HP)
Berry red: - 12 unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 (surrendered)
Green: -12 unconscious/stable
Magenta: dead
orange: dead
Purple: dead
red: - 5 blinded and stunned 2/2
yellow: - 14 hp unconscious/unstable


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 her rapier and steps over one of the downed men, grabbing the man's legs and trying to drag him to the deck. "The captain's here, and he's got someone's heart! Do you want your's to join it? Get down."

Grapple (red): 1d20 + 4 ⇒ (3) + 4 = 7

Probably not enough.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Unsure of the best course of action, Brother MacLaren waits for the next development.

Delay.


Melli, I moved you so you are sharing the space with the stunned sailor
Round 7
As MacLaren watches, Melli drops her weapons and tries to wrap up the stunned man's legs. Unfortunately, she only catches his one ankle, and definitely feels she probably wouldn't be able to hold on if he starts to kick. However, the man does blink, his eyes starting to come into focus.

From the other side of the boat, you hear the wounded sailor gasp as one of the officers and two other sailors shoot out of the aft cabin. The Rahadoumi officer looks to her left, seeing you all there. Skirting the stairs to avoid Ellie she bolts to the right, intent on escaping on the other ships boat. The two sailor's quickly following her.

Stabilize: yellow DC 14: 1d20 + 1 ⇒ (5) + 1 = 6

Round 8
Ellie
Mac
Melli - 3
Tempest
Veronica

Due to the limited colors I will use purple and orange again, since, you know, the first ones are dead
Rahadoumi officer
Rahadoumi sailors (11 HP)
Berry red: - 12 hp, unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 hp, prisoner (surrendered)
Green: -12hp, unconscious/stable
Orange:
Purple:
red: - 5 hp, stunned
yellow: - 15 hp, unconscious/unstable


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 sighs and walks back over to the stairs, above the fleeing sailors. They don't learn, do they?

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.


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

"No!" Ellie shouts, stepping to close the distance. She thrusts her rapier out at the officer.

Rapier + bless vs officer: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


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

Thanks, GM. I actually can only share spaces with enemies who miss me on an attack roll, and even then only if I spend a panache point, but it's not relevant here, so we can handwave it.

"The idiots haven't learned, have they?" Melli fishes up her rapier from the deck and hustles around to the other side of the officer, getting in between her and the ship's boat.

Move action to retrieve sword, second move action to pick my way around the enemies without provoking an attack of opportunity - unless that hook is a wonderful reach weapon, in which case...ouch. I pathed my path on the map in orange.


Melli Lillifeet wrote:
... unless that hook is a wonderful reach weapon,

Boarding pikes are a reach weapon

Round 8
will DC 16: officer: 1d20 + 1 ⇒ (13) + 1 = 14
will DC 16: orange: 1d20 + 1 ⇒ (8) + 1 = 9
will DC 16: purple: 1d20 + 1 ⇒ (3) + 1 = 4

Just as the Rahadoumi officer and her crew thought they had reached safety, Tempest moves and begins to work her magic. The wounded sailor that had surrendered, tried to call out a warning, but it was too late. He hung his head and sobbed as the two sailors, orange and purple dropped to the ground unconscious and the officer dropped her boarding pike and blinked her eyes and begins to drool.

Ellie, quickly taking advantage, thrusts her rapier into the blind woman's gut as Melli skitters over to flank the wounded woman.

Round 8
Ellie
Mac
Melli - 3
Tempest
Veronica

Due to the limited colors I will use purple and orange again, since, you know, the first ones are dead
Rahadoumi officer - 4 hp. blinded and stunned rounds: 1/3
Rahadoumi sailors (11 HP)
Berry red: - 12 hp, unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 hp, prisoner (surrendered)
Green: -12hp, unconscious/stable
Orange: unconscious, blinded, and stunned rounds:1/3
Purple: unconscious, blinded, and stunned rounds:1/3
red: - 5 hp, stunned
yellow: - 15 hp, unconscious/unstable


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

On the off chance that a more challenging foe might present itself, Brother MacLaren casts Shield of Faith.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

With the red sailor at her feet about to recover from Tempest's spell and with no indication if he might be willing to surrender, Veronica decides to deliver a strong punch to the man, intending to knock him out, before joining the others in dealing with the new arrivals.

Punch red for non-lethal damage and then move towards the officer

Attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage (non-lethal): 1d3 + 5 ⇒ (3) + 5 = 8


Round 8
Realizing there may be other threats on board Mac prays for more protection. While Veronica pauses at the stunned red sailor. Using the toe of her boot she rolls him over; his glassy eyes widen in terror as she punches him squarely in his jaw, knocking him out. She then joins her companions getting ready to deal with the recent threat to losing a ships boat.

As the pirates gang up on the magicked Rahadoumi sailors, Cyan the only sailor wise enough to surrender, covers his face whispering, "no, no, no, no."

Stabilize: yellow DC 15: 1d20 + 1 ⇒ (13) + 1 = 14

Round 9
Ellie
Mac
Melli - 3
Tempest
Veronica

Due to the limited colors I will use purple and orange again, since, you know, the first ones are dead
Ragadoumi officer: - 4 hp. blinded and stunned rounds: 2/3
Rahadoumi sailors (11 HP)
Berry red: - 12 unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 (surrendered)
Green: -12 unconscious/stable
Orange: unconscious, blinded, and stunned rounds: 2/3
Purple: unconscious, blinded, and stunned rounds: 2/3
red: - 5 hp, -8 non-lethal unconscious (knocked out)
yellow: - 16 hp unconscious/unstable


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Seeing the fight well in hand, Brother MacLaren drinks his ale and waits for a challenge.


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 keeps her hand on her sword this time, punching at the officer, trying to get her as unconscious as the two sailors who tried escaping with her.

Unarmed Strike: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Nonlethal Damage?: 1d2 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Melli's got the right idea - with them effectively out of the fight for now, there's no reason not to go with disabling strikes.

Dropping her cutlass so as to have both her hands free again, Veronica follows Melli's punch with two of her own, trying yet again to land a spell with the second one.

Drop cutlass, Spell combat: Attack and Brand Spellstrike against officer. If the first attack hits and is enough to make her unconscious, I'd rather aim the second at one of the other sailors

Attack: 1d20 + 5 + 1 - 2 ⇒ (6) + 5 + 1 - 2 = 10
Damage(non-lethal): 1d3 + 5 ⇒ (2) + 5 = 7

Attack: 1d20 + 5 + 1 - 2 ⇒ (13) + 5 + 1 - 2 = 17
Damage(non-lethal): 1d3 + 5 ⇒ (1) + 5 = 6 +1 Brand, which I think is always lethal damage


While Mac stops to take a drink, Melli and Veronica begin to pummel the near helpless officer. They can see her start to stagger.

Round 9
Ellie
Mac
Melli - 3
Tempest
Veronica

Due to the limited colors I will use purple and orange again, since, you know, the first ones are dead
Rahadoumi officer (24 HP): - 5 hp. - 19 non-lethal, staggard, blinded and stunned rounds: 2/3
Rahadoumi sailors (11 HP)
Berry red: - 12 unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 (surrendered)
Green: -12 unconscious/stable
Orange: unconscious, blinded, and stunned rounds: 2/3
Purple: unconscious, blinded, and stunned rounds: 2/3
red: - 5 hp, -8 non-lethal unconscious (knocked out)
yellow: - 14 hp unconscious/unstable


Seeing the Rahadoumi officer stagger back, Tempest snorts, lifting her hand she sends a jolt of electricity at the woman. The smell of burnt hair wafting across the ship, the officer's eyes roll up in the back of her head and she falls to the bloody deck

Jolt: 1d20 + 4 ⇒ (17) + 4 = 21 for damage: 1d3 ⇒ 3


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

Ellie looks at the surrendered Rahadoumi sailor. "You can help put an end to it by convincing your officer to surrender." She shifts her weight to a ready stance instead of an attacking one. In truth she isn't sure whether the pirates will accept any surrenders, let alone that of an enemy officer, but it's the best she can do.

Readied action (someone within reach attacks one of Ellie's allies), rapier attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


Round 9
As Tempest Jolt drops the officer, the Cyan sailor looks up at Ellie, then at the unconscious men laying at her feet. He shakes his head, then covers it with his hands. Hoping the battle would be over soon.

With the minor lull in the combat, our intrepid adventurers realize some of the fog is beginning to dissipate and it sounds like most of the fighting is coming to an end. Hearing Pluggs voice rising above the rest, saying something about rounding up prisoners.

Stabilize: yellow DC 16: 1d20 + 1 ⇒ (15) + 1 = 16

Combat rounds in the AP are 16, we may not reach that depending on what happens with the two sailors who are unconscious, blinded and stunned, but potentially able to act once those conditions are resolved
Round 10
Ellie
Mac
Melli - 3
Tempest
Veronica

Rahadoumi officer (24 HP): - 8 hp. - 19 non-lethal, unconscious (knocked out)
Rahadoumi sailors (11 HP)
Berry red: - 12 unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 (surrendered)
Green: -12 unconscious/stable
Orange: unconscious, blinded, and stunned rounds: 3/3
Purple: unconscious, blinded, and stunned rounds: 3/3
red: - 5 hp, -8 non-lethal unconscious (knocked out)
yellow: - 14 hp unconscious/stable


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

"Veronica, Mac, help me round up the ones still alive." Ellie sheaths her rapier and starts dragging the still-breathing Rahadoumis (meaning all except orange and purple) into one place.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren starts gathering up the weapons from the stunned foes.

I suppose that means he sheathes his rapier and walks over to (new) Orange - (old) Orange being dead.


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

"Bring some rope for these two!" Melli kicks one of the unconscious sailors, making sure they stay down. This isn't the fight I wanted, but at least it started out okay. Maybe you'll forgive the kicking while down when you realize I'm trying to save your lives.

Unarmed Strike (purple): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Nonlethal Damage?: 1d2 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

"Yeah, we should make sure these ones aren't going anywhere when Tempest's spell wears off. Can't say I'm enjoying punching people who are already unconscious, but it's probably the safest choice for everyone. I'll just make sure they're knocked out for good and I'll help you round them up, Ellie"

As with the officer, Veronica delivers a swift punch to each of the unconscious sailors, with some magic riding on the second one.

Attack (purple): 1d20 + 5 + 1 - 2 ⇒ (17) + 5 + 1 - 2 = 21
Damage (non-lethal): 1d3 + 5 ⇒ (1) + 5 = 6

Attack(orange): 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 24
Damage (non-lethal): 1d3 + 5 ⇒ (3) + 5 = 8+1 Brand
Crit?: 1d20 + 5 + 1 - 2 ⇒ (9) + 5 + 1 - 2 = 13
Crit Damage (non-lethal): 1d3 + 5 ⇒ (1) + 5 = 6+1 Brand


Asking for help Ellie grabs the ankles of the officer and starts to drag her away from the other two sailors, as Mack began to collect weapons. Meanwhile Melli asks for some help as she kicks the purple sailor in the teeth. The cyan sailor who surrendered, winces as Veronica then punches the same sailor then turns and punches his orange friend.

Round 10
Ellie
Mac
Melli - 3
Tempest
Veronica

Well done, we will effectively be out of combat once Tempest posts
Ragadoumi officer (24 HP): - 8 hp. unconscious (knocked out)
Rahadoumi sailors (11 HP)
Berry red: - 12 unconscious/stable
Blue: - 6 hp, unconscious (knocked out)
cornflower blue: - 14 unconscious/stable
Cyan: - 10 (surrendered)
Green: -12 unconscious/stable
Orange: - 5 HP unconscious (knocked out)
Purple: - 3 HP unconscious (knocked out)
red: - 5 hp, -8 non-lethal unconscious (knocked out)
yellow: - 14 hp unconscious/unstable


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 battle well in hand, Tempest returns to the wheel, as more a show of control than anything else, "Well. That was exciting. See what that Krine woman has to say about my 'spark' now..."


There's a lot of stuff to digest, for simplicity's sake, I will be doing the text from the AP in italics and 'small' adding my own narrative in regular print.
Aftermath :The battle ends with the pirates victorious. The fog dissipates, and a line of prisoners from the Man’s Promise is paraded before Captain Harrigan and the cheering crew of the 'Wormwood.'
As the line of prisoners grows Master Scourge moves towards your unconscious prisoners. Waiving smelling salt under the 'unconscious' Rahadoumi sailors noses; Kicking some, cursing others, threatening the rest with the whip. Glaring at our intrepid adventurers as he moves from sailor to sailor. As Master Scourge gets the Rahadoumi sailor in line, Mr Plugg approaches the Rahadoumi officer, glaring at you five, but quickly turning his attention to the officer giving a wicked smile. Taking the time to put a pair of shackles on her, before he uses smelling salts to wake her.

While Plugg and Scourge deal with the prisoners, Riaris Krine approaches. Her glare shifts from Scourge and Plugg to you. She gives a wolfish grin. "So you floggin' lubbers bloody well survived." She looks towards the prisoners then the dead. "On the bloody 'Wormwood' you keep what you kill." She gestures toward the two dead Rahadoumi sailor dead orange and dead purple "You can keep those bloody bastards gear if you want to, the rest will go to floggin' storeroom." Nodding towards Harrigan. "The Captain will be splitting the rest of the bloody loot later." She heads back towards the planks that cross over to the 'Wormwood.'

studded leather @ 2, heavy crossbow with 20 bolts @ 2, short sword @ 2, gold: 20 + 2d6 ⇒ 20 + (2, 6) = 28

Aboard the Wormwood, a party begins as the pirates celebrate their victory with fine food and drink from the Man’s Promise’s hold. Captain Harrigan holds a meeting with his top officers and divvies up the plunder from the Man’s Promise among the crew in the early evening. Bolstered by gold and good drink, the party lasts for 36 hours, well into the next night. Naturally, no work takes place during the party. During this time, the PCs can take up to 5 ship actions of their choice or do nothing but drink and revel like most of the pirate crew does.

After our five adventurers return to the 'Wormwood' and begin to enjoy the celebration they are approached by Krine carrying an armload of gear in her left hand and a pouch in her right. "Captain Harrigan has bloody well decided how to pass out the loot." Extending the pouch, handing it to whomever. "The flogging regular split for each of you lubber is 'one hundred and fifty gold, with a bonus to split for each dead. and a flogging bonus for taking and holding the aft deck." she reaches into her pocket, "For dealing with the bloody sailor that was attacking him. He wants you to have this from the loot as well." Drawing out a Brooch of shielding. Handing the brooch off, she rolls her eyes and extends out the the rest of the gear she'd been holding and unceremoniously drops it on the deck. "Against that bloody Mr Pluggs wishes, the captain said to also give you the gear of the floggin' officer you captured. Said it was better than bloody well killing her, so you should get her stuff." Nodding to the pile of items she turned and walked away.

In the pouch: 1,300 gp. three potions of cure moderate wounds and a potion of invisibility,
Officers gear: boarding pike of repelling chain shirt, heavy crossbow with 20 bolts, masterwork short swords (2), colorful clothing set with small pearls (worth 75 gp)

I had not intended on doing any 'ships actions on the Wormwood But if there is something you feel you need to do, now is the time to do it. As per the AP you can take up to 5 ship actions, spell them out in a spoiler and I will adjudicate the best I can.

Skeleton Crew: At dawn, a few hours after the celebration finally winds down, the ship’s bell sounds, calling all hands on deck. When the crew is assembled, a long line of captured officers and sailors from the Man’s Promise is brought on deck and paraded before the crew. Captain Harrigan addresses the captives first, offering a place on the Wormwood’s crew for any who want to throw their lot in with pirates. Several of the Rahadoumi sailors step forward; Master Scourge cuts their bonds, and the sailors take their places among the Wormwood’s crew. Harrigan then turns to address the Wormwood’s crew/
“All right, you scurvy tars! You’ve done a right good job by me—we’ve got a second ship now, and she’s quite a prize from the looks of her. But I still have only one crew. So here’s the plan—the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be worth a pretty penny as salvage “As for these fine fellows here”—Harrigan gestures at the remainder of the captured ship’s crew—“some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea!"
To make his point, Harrigan grabs one of the Rahadoumi sailors and throws him overboard to the accompaniment of cheers and laughter from the Wormwood’s crew. As the unfortunate man sinks beneath the waves, many of the remaining sailors scramble to swear their loyalty to Harrigan. The officers are led belowdecks and the crew begins to disperse to their daily tasks. As they do, Mr. Plugg and Master Scourge pick out several of the Wormwood’s original crew, telling them to be aboard the Man’s Promise within 10 minutes to set sail for Port Peril. The PCs are chosen to join the skeleton crew as well, and Scourge smiles evilly at them as he picks them. The PCs have little time left on the Wormwood, but allow them to gather whatever gear or loot they may have acquired and give them one last chance to purchase supplies from the quartermaster’s store. If any of the PCs have befriended Cut-Throat Grok, she cries as they leave. If she was made helpful, she gives them a gift worth 100 gp from the stores on parting. The skeleton crew of the Man’s Promise includes Mr. Plugg, Master Scourge, Owlbear Hartshorn, and all of the surviving members of the Wormwood’s original crew of sailors, as well as the PCs, Ambrose Kroop (whom the captain is glad to be rid of ), Conchobhar Shortstone, Rosie Cusswell, and Sandara Quinn'

Teary-eyed Cut-Throat Grok approaches you all as your loading up your 'sea-chests.' Holding out a beautiful scrimshaw tusk picturing a mermaid, "I want' you's ta 'ave 'is scrimshaw work. I boughts it in Peril, reminded me of ma Pa." She wipes a tear, "I's drunk at tha time, don't seem likes 'im now." Nodding and reaching out to shake everyone hands, trying to smile. "We's'l see ya in Port Peril"

one roll for the '10' one roll for the next two, if you roll a 20 open both

perception 10:
yeah, the sailor the Captain grabbed and tossed overboard, was in fact the cyan Rahadoumi sailor which had attacked him.

perception 15:
You note, that as well as selecting the crew you'd been working with and befriending, Mr Plugg hand picks eight of the Rahadoumi sailors you'd bested.

perception 20:
While Mr Plugg is selecting his Rahadoumi sailors, he nods towards you five, giving the occasional wicked smile.

OK, wrap up your gear, say good by, we can RP here as long as we want, but we're headed towards the 'Man's Promise.' I will post the ship on the campaign info page. Also, either we need a 'loot/inventory page' for incidentals, or everyone needs to list what they 'acquire' on their page where I can read it. If any of you have anything that was not 'original' gear, please list it on the 'sheet' or your page :)


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 joins the other pirates in reveling over their victory. After all, she got a decent fight and the plunder coming her way is very welcome. She does, however, avoid the rum this time.

When it comes time to divide the loot, Melli's eyes water over the brooch, and she looks at the boarding hook longingly before shaking her head. "The cursed thing is three times my length. I like how the brooch looks, though." She grabs at it, holding it up against her bandana in her hair, then tosses it back onto the pile. She does take one of the potions of Cure Moderate Wounds. "Anyone else? We can shove the rest into some sea chests until we can sell it off, far as I'm concerned."

= = = = = = = Boarding the Man's Promise = = = = = = =

Though she's not thrilled with the example sailor's fate, Melli isn't stupid enough to say anything. They might be in the captain's good graces for a job well done, but it wouldn't do to cross him.

Perception (vs. 10): 1d20 + 4 ⇒ (2) + 4 = 6
Perception (vs. 15/20): 1d20 + 4 ⇒ (5) + 4 = 9

Melli smiles a less-than-friendly smile as Plugg and Scourge pick their crew, then lugs her sea-chest across onto the new ship. She's unable, however, to see over the crowd of sailors in front of her. Nevertheless, she whispers to the rest of the party. "This could be a short cruise for Plugg and Scourge. Look at all our friends on the crew."


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Maybe would have been more merciful to have just killed them in battle, thinks MacLaren.

He will not bother with any Ship Actions; we have far exceeded what the AP expects in terms of making crew friendly, I think. So he will just partake in the revels, keeping mugs full of good Caydenite ale rather than the ship's rotgut.

He will say his goodbyes to Cut-Throat Grok. "I'll take good care of Kroop. Don't you worry. And I'll see you in Port Peril." He gives the half-orc a hug and fills her tankard with some decent wine.

"Well, Kroop? Off we go to a new adventure. Let's bring over all the good tools we can." He has got the masterwork dagger from the galley (an excellent carving knife) as well as the stash of good drink and the drama-inducing cookbook. He helps bring supplies over to the Man's Promise. Lousy name for a ship. Smacks of Rahadoum.

DC 10 Perception: 1d20 + 6 ⇒ (8) + 6 = 14
DC 15/20 Perception: 1d20 + 6 ⇒ (15) + 6 = 21
"Ah... us having whipped or cowed all of his lackeys, Plugg things he has found new foot soldiers against us."


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

Ellie joins in the merry-making making somewhat less merry than the rest. Mostly she just drinks and tries to drown in rum the images of the sailors she'd just killed. I didn't have a choice. It was them or me. Them or me.

When she and the others are chosen to leave the Wormwood, she jumps at the chance. Though she can't imagine life under Captain Plugg would be any better, she's all too eager to leave the Wormwood behind if only for a little while.

Perception 1: 1d20 + 5 ⇒ (20) + 5 = 25
Perception 2: 1d20 + 5 ⇒ (16) + 5 = 21

"Be on guard," Ellie tells the others when she can. "Looks like Plugg is hand-picking a crew that hates us. Or doing his best at it, anyway."


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Veronica happily joins the reveling along with the others, opting for Mac's ale instead of the ship's usual rum and telling the crew about everyone's feats during the battle.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Poor guy. Only one who willingly surrendered during the fight, and he ends up thrown to the sharks. Can't say I'm surprised though. Hopefully the other guys have better luck

"Yeah, I noticed he went only for sailors that we fought." Veronica replies back to Mac and Ellie "We should be careful, but I'm not too worried - we did best them all without much of a problem. And like Melli said, a good part of the crew is gonna be on our side. Plus, I'm sure they'll quickly understand Plugg and Scourge don't have their best interests in mind, while we're pretty much the reason they're even alive right now."


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 eagerly joins in with the crew's partying, having had her first real taste of combat against marginally proficient enemies since she left her island home. She dances, tells stories, and drinks deep of MacLaren's brew.

At the division of loot, she takes her share of the coins, but doesn't have much interest in the other items, "I can take the pike, for now, unless someone else wants it. Though first chance I get, it would likely get sold. As for the brooch, it's situational, at best. Probably something else that can be worn by someone until we can sell it."

---=== Boarding the Man's Promise ===---

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Tempest shakes her head at the man's fate, knowing somehwere in the back of her mind that her companions will take umbrage with that particular man being chosen. Looks like it was a random choice, not a particular slight against us. Still, this is why you fight to the end. Could have had a much cleaner death in battle.

She sneers back at Scourge when being chosen, and at the choice of other sailors chosen. "Something tells me that Plugg and Scourge will take the first opportunity to pitch us all overboard. We should strike first, once we're clear of the Wormwood."


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

Before the ship can leave, Melli heads back over to the Wormwood and heads over to the quartermaster. "Hello, Grok. I'm looking to buy your good thieves' tools, now that I've got some coin to spend."

Her purchases finished, she rejoins the Man's Promise. "A little birdy told me these could be useful soon, eh?"

-100 gold, +1 mwk thieves' tools.


Earlier
Hugging Mac back, Grok wipes away a tear, "Thank ye Mac." As Mac and Kroop headed to the new boat, Grok noticed the halfling running her way, smiling at Melli's request. "Certainly! I've got just what you'll be needing." After Melli purchases the thieves' tools, Grok returns to the deck to watch the 'Man's Promise' set sail, heading north up the coast for Port Peril.

Did you folks know about this?

changes, please read:
using italics to share quotes from the AP. Seems easier than making it 'small' as well
From now on, the DC to avoid fatigue for a daily task increases by +2, and PCs must now make DC 8 Constitution checks to avoid fatigue for those tasks where no fatigue chance previously existed. At your discretion, gambling might still go on belowdecks, but it is quite likely that Plugg and Scourge will hear about it and act accordingly.
selected jobs and accompanying rolls
Tempest -lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
Nelli - Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Veronica - Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.
Ellie-Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
MacLaren -Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food.
Please remember the increase/change for Fatigue from above

As the Man’s Promise sets sail, acting captain Mr. Plugg and his first mate Master Scourge gather the crew together to inform them that although this is a new ship, the rules are the same, though discipline on the Man’s Promise will be a good deal harsher than on the lackadaisical Wormwood— all crimes are now punishable with the cat instead of the whip. All of the crew keep the same jobs they had before on the Wormwood, but they will have to work a good deal harder, as the crew is smaller. Master Scourge ensures that the PCs continue to have the worst jobs of the crew for the remainder of this journey. As night falls, the sails of the Wormwood disappear over the horizon. Mr. Plugg does not believe in crew entertainment or rum rations, and anyone caught above decks after dusk without leave gets six lashes with the cat.

As the crew boards the 'Man's Promise' Mr Plugg struts about, looking like the proverbial cat that ate the canary. Lifting his cat, he calls out. "You lubbers, get the real deal now, no more whip for you, it'll be the 'cat' from now on. And no more entertainment, we won't need any rum rations or extra time on deck. Straight to the berth with ya."

Pointing the butt of his cat at our adventurers as they board he assigns them each task " Tempests you're in the crows nests as lookout, Lillifeet Man the Bilges, Blackblade you'll be my Runner, Ellie you'll be swabbing the Deck, MacLaren I've a mighty hunger for turtle, so you'll be hunting me up some." Waiving his hand to dismiss you, he begins to turns about to his other business.

But as if he'd forgotten something, he turns back. "Oh and I figure you can demonstrate for some of our new crew." He points his 'cat' at the five largest of the Rahadoumi sailor. "Watch 'em boys." giving a vicious smile, he turns away, walking to the aft deck and the helm. Nodding to Mr Scourge, he stands there on the aft deck smiling, like a newly crowned king, watching over his domain.

He will remain on the upper deck, until the day's work ends and the 'crew' heads to the berths below.

perception DC 5:
You notice that when the ships part, the mainland was visible on your right, at the end of the day, it is now on your left.

perception DC 10:
About an hour before dusk, once the [i]'Wormwood is well beyond the horizon, you feel the ship come hard about. What was a heading of north and north by east, has become a southern heading.


hmmmm, that second perception roll should also be a possible 'survival' roll as well.
Edit:
Sorry Veronica and Tempest, somehow I got your jobs confused, please switch...


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 ⇒ (8) + 1 = 9
Con: 1d20 + 2 ⇒ (18) + 2 = 20

Sleight of Hand: 1d20 + 6 ⇒ (15) + 6 = 21 You get an opposed Perception check from the Rahadoumi.
Intimidate (coerce the Rahadoumi): 1d20 + 3 ⇒ (11) + 3 = 14

Melli glares at the Rahadoumi man who's been assigned to the bilges with her. "Let's go."

Down in the bilges, Melli takes a moment to talk with the man. "You know, we knocked you lot out once. It's possible I kicked you in the head, in fact. Try anything and you'll find our patience with you isn't endless. As she talks, she slips her brass knuckles from her belt into her hand.

Melli's work in the bilges doesn't go smoothly, mostly because of the cursed brass knuckles she's palming. After a few minutes, she glares at the Rahadoumi man again. "Well, get to it. Plugg wants you to learn the job, and what better way than under my watchful eye?" She punches one hand with the other, driving home the point.


perception: 1d20 + 3 ⇒ (7) + 3 = 10
str: 1d20 + 1 ⇒ (9) + 1 = 10
So the question is, does he need to roll for fatigued as well, seems only fair
Con: 1d20 + 1 ⇒ (5) + 1 = 6 yep, fatigued...

Raising an eyebrow, at Melli's threat, the Rahadoumi responds, trying to hide the stammer in his voice, as he steps back from the halfling. "It was your Witch that knocked us out with her spells, and I don't see's her here." Looking from the frowning swashbuckler to the bilge, oblivious of anything other than the threat and the work. Frowning, "Well, if I give it a go, you can't say I didn't try." Pulling and pushing, he let's out a breath, unable to accomplish the task. Giving a vindictive smile. "Concious or not, it won't be on my shoulders that we failed."


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 ⇒ (14) + 2 = 16
Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Tempest rolls her eyes at Plugg's little speech, showing obvious disdain for him and his newfound sense of authority. You don't have Harrigan here to protect you, anymore. You'll soon see what a mistake it was to leave the nest with predators about.

Once the day's tasks are handed out, she looks at the Rahadoumi assigned to her and shakes her head, "Try to keep up."

With that, she dashes off, making no effort to wait for the man, focusing simply on her duties, and on the position of the Wormwood as it sinks into the distance. Just a little further...

Acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14
Constitution: 1d20 + 1 ⇒ (12) + 1 = 13


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Veronica listens to the work assignments silently, doing her best to keep from grinning at Plugg and Scourge's arrogant display as they hand out tasks and rules.

These guys really are oblivious, aren't they? Do they really think a bunch of sailors we've already bested is enough deterrent now that they're without the support of the captain and the other officers? Well, guess they're in for a rude awakening

As the crew sets out for their assigned tasks, Veronica has jsut a few words with some of the others on board.

"I don't think Scourge and Plugg have grasped the realities of their new position, but I'm pretty sure they'll have to confront them really soon." She starts, with a slight grin. "Meanwhile, we should go ahead and inform our new crewmates about how everything worked aboard the Wormwood - make them feel welcome, but also make sure they too understand their new reality before making any brash choices."

She then makes her way to the crow's nest with the Rahadoumi sailor assigned to her in tow.

Climb: 1d20 + 6 ⇒ (8) + 6 = 14 7,5
Climb: 1d20 + 6 ⇒ (19) + 6 = 25 15
Climb: 1d20 + 6 ⇒ (5) + 6 = 11 22,5
Climb: 1d20 + 6 ⇒ (4) + 6 = 10 30
Climb: 1d20 + 6 ⇒ (13) + 6 = 19 37,5
Climb: 1d20 + 6 ⇒ (18) + 6 = 24 45
Climb: 1d20 + 6 ⇒ (4) + 6 = 10 52,5
Climb: 1d20 + 6 ⇒ (7) + 6 = 13 60

Perception(lookout): 1d20 + 3 ⇒ (19) + 3 = 22

Constitution: 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8 Work diligently action

Veronica easily reaches the nest and lends a hand to pull the Rahadoumi up, before setting out to do her job as lookout. While she completes her assignment competently enough, she might have been a bit too hasty in her attempt to show the Rahadoumi sailor up on the climb, and spends quite some time up there recovering her strength from the climb.

Taking advantage of their isolation on the nest, Veronica also spends a bit of time talking with the sailor. Nothing too direct or threatening, but hopefully enough for him to seek out the rest of the crew, understand what's going on aboard the ship, and avoid doing anything stupid.

I had to burn the day action to avoid being fatigued at the end, but figured Veronica could easily be talking with the guy while doing her job as lookout - not really focusing on the sailor himself, so no influence or intimidate check. But it'd be weird not to at least try to talk to him throughout the day

"We both know you don't need guidance on how to do the job - you're a sailor yourself and it's not like this is particularly complex stuff. You're here because our ne "captain" and his mate think you can keep an eye on us.

Now, I figure someone in your position might think cosying up to the supposed leadership is the smartest idea, but I'd advise you to talk to the test of the crew first and get a sense of what's really going on before deciding on doing anything... Drastic.

Our orders when we boarded were to kill you all, and captain Harrigan even rewards people for their kills with whatever gear they were carrying. But you were just at the wrong place at the wrong time, and me and my friends figured your lives were worth a lot more than whatever you were holding. We can use all the skilled help we can get around the ship. So, be careful with yourselves, and don't go getting into any fight you don't need to be."

Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Looking out from the crow's nest, it's impossible for Veronica not to notice the sudden change in the ship's course.

That's odd. Why are we reversing our course? What are those two idiots thinking?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Daily spells:
0: Guidance, Grasp, Create Water, Light
1: Enlarge Person (D), Divine Favor, Bless, Shield of Faith

And he will be wearing his armor today. "Not sure I trust all these Rahadoumi" is his excuse if asked.

Brother MacLaren decides against fishing for turtles.
"Come on Kroop, let's make one of the stews that everyone likes. Once the crew is happy eating it, Plugg and Scourge will see this was the right call."
Profession (Cook), MW tools, cookbook: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
So maybe a 15 with Kroop's help.

The priest sees no reason to undertake a hard task when he fully intends to defy the new "captains" at the end of the day.

If there is a Rahadoumi lurking about, Brother MacLaren will magically conjure some ale. "Cheers! Want some? It is created by divine power, true. Are you sure you don't want any? We may have some rum left... Kroop, do we?"

If there is anything that he can get the Rahadoumi to drink, Brother MacLaren will try to get the foreigner absolutely plastered.

Perception #1: 1d20 + 6 ⇒ (7) + 6 = 13
Perception #2: 1d20 + 6 ⇒ (11) + 6 = 17


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

Strength: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Plugg has set himself in the middle of a powder keg and is playing with matches. The question is, does he realize it?

The work is simple enough but exhausting. More worrying is the Rahadoumi set to "watch" her, whatever that means. "You know," she tells the sailor by way of conversation, "if there's anyone on this ship who's to blame for your current predicament, it's our new captain. I'm just a swab, as you can see. Think I had any say in that raid whatsoever?"

By the end of the day, she notices the ship has turned around. Are we... setting a new course? Does Harrigan know about this? Something tells her she knows the answer.


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

When the call for Bloody Hour is called, Tempest refuses to line up with the rest of the crew. Instead, she defiantly leans against the main mast, facing Plugg and Scourge, her arms crossed and her face wearing a smug smirk. She stares them both down, as if daring them to start a confrontation.


ninja'd by Tempest, I don't think it changes the narrative, so I'll leave be.

Still need the PCs must now make DC 8 Constitution checks to avoid fatigue for those tasks where no fatigue chance previously existed. rolls from Mac and Ellie

with Tempest
The Rahadoumi sailor assigned to Tempest, moving slowly and watching her dash around the deck, chuckles as she tells him to keep up, Shaking his head, "Cap'n didn't tell me ta run with you, he told me to watch ya! I'm watchin' ya."

With Veronica
As Veronica climbs the 'jacob's ladder' the Rahadoumi sailor stays close by, holding on to the rope ladder for dear life; smirking as the magus pays him the compliment of being observant. As she talks he looks from the horizon to her then down to Plugg. When it's time to return to the deck, he shakes his head. Opening his mouth, showing her where she knocked his front teeth out, giving a tooth gap smile. "Ath far ath I'm contherned, we thtill owe you and yourth a beating." He nods his head towards the ladder down, "I'll follow you down, don't want nothin' drop on my head,"

With Mac
As Mac heads to the kitchen he nods to 'Fishguts' and begins cooking, The Rahadoumi sailor, observes, "This don't look like no turtle hunting gear" Looking from Mac, then towards Ambrose, he begins to move towards the doors. Ambrose looks towards Mac, then steps in front of the sailor and speaks softly. "so's you's knows, Mack an' I's'l be fixin' yer meals fer tha whole time yer on 'is ship. Is it worth worrin' whether yer foods safe ta eat every meal fer tha rest of yer time on board?" As the sailor stopped and looked at Mac, Fishguts nodded, and returned to helping prepare. "I didn't think so, pick up 'at knife an' start choppin' 'em vegetables."

When Mac offered him a beverage, the sailor reached to one of the shelves drawing out a tin cup. Wiping it out with his finger, he held it out. Watching to make sure Ambrose and Mac drank some of theirs first, he drank his as well. After the first cup, he put the cup in the dishwater, figuring one was more than enough.

When the day was about done, Fipps and Jaundiced Jape opened the galley door. Fipps leaned in and cleared his throat, looking from 'Fishguts' to Mac, then looking down and began to speak. "Mac, ummmm excus me, ummm Plugg sent us doon tae git ye." He looked back over to Fishguts, then back to Mac, giving a shrug. "Wid ye mynd joining us? we dinnae waant ony trauchle, juist daein' as tellt, richt?"

Leaving the door wide open Fipps and Jandiced Jape give him a wide berth, escorting him in the most general of senses. Once on the deck Fipps gestures the general direction of the aft deck where most of the crew were standing.

With Ellie
As Ellie scrubbed the deck on her hands and knees, she noticed that Plugg was almost constantly watching her. Clearly not wanting to think about what he had in mind, she talked to the Rahadoumi sailor. Once when she paused and looked up to see if her words were having any effect, the man spit and said. "It wern't him that killed Ralphie. It were you and yers. The best I could tell, they's was takin' prisoners ransome or pressgang, cept you’s decided ta kill a couple of us fer sport." He turns away, clearly done speaking with the bard.

Once everyone is on deck
As the work day comes to an end, the rumor passes through the crew that Mr Plugg was going to have words with the cook's mate. As the crew gathered around the aft deck and the Rahadoumi sailors moved to the stairs, everyone couldn't help but notice the three who weren't watching our intrepid adventurers were standing on the high deck with crossbows at hand. Plugg and Scourge were standing on the aft deck glaring down.

Soon Mac appeared from the hatch, Fipps and Jaundiced Jape escorting him in the loosest sense of the word. When he stopped in front of the aft deck, the cleric crossed his arms and glared at Plugg, who began to speak.

"Mr MacLaren If I remember correctly I'd ordered you to hunt turtles." He looked at Scourge, like they had been rehearsing the speech together. "I like turtle." Scourge nodded his head sagely as if on cue. Plugg looked back at Mac, red starting to show around his neck. "I'm the captain of this ship. By what right do you think you can ignore an order?" His face started turning red, he began to ramble on. "Is it that you think your some kind of 'servant of Cayden?" Scourge began to look confused, it didn't seem like this was part of what they had practiced. But Plugg continued. "Is it that you think your special? That you and that fat drunk cook don't have to do as ordered! Now I know why that blasted Harrigan sent the fat drunk with us."

As Plugg’s face turned redder, he moved to the stairs, pushing through the Rahadoumi sailors they'd set on the steps as guards. Scourge, realizing they were totally off script, knew only to follow along in Pluggs wake. Plugg’s face totally red, Cat-o'-nine tails shaking in his hand, stands in front of Mac, screaming at the top of his lungs. "What makes you think you have the right?"

Mac, I apologize if this feels like removing player autonomy, but it felt like the simplest way to address your insubordination. I hope you don't mind following along. Everyone else, feel free to place yourself anywhere on the deck (not the upper deck) If you want to move a regular crewmember and take there spot that's fine, except for Fipps and Jaundiced Jape. Since they were the escort, they stay. Assumable, next post I will roll initiative, there will be no surprise round.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Con: 1d20 + 2 ⇒ (14) + 2 = 16 MacLaren is not fatigued.
He has his tankard in hand and his rapier at his belt.

"Ah. Well, you see, I have the right to refuse, because your order was &*%# stupid!
There are no turtles in this area. I checked.
Well, I looked out over the railing a bit.
Actually, no, I didn't do any of that.
I just didn't feel like it.
Because why should I follow the orders of a sadist like you? You must be truly stupid to think any of us here respect you as Captain.
Next time you have a mouth full of Captain Harrigan, remember to come up for air - even a tiny brain like yours needs oxygen.
And, because you value your life, you and Scourge are going to cringe and cower and beg forgiveness. And then you will be silent.
Last chance."


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 grins at Mac's reply, and walks up to drive the point home, "Poor little Pluggy, wants to be the Captain." Tempest intones, projecting so that all can hear, her voice like rolling thunder, "But he doesn't command the respect of the crew, nor does he have the STRENGTH to rule with an iron fist. Not like Harrigan. So desperate was Plugg to get out from daddy's shadow, he failed to realize that that shadow was the only thing keeping him safe. But Harrigan is gone, off over the horizon, and Pluggy stands vulnerable, about to be hoisted on his own petard."

Intimidate: 1d20 + 9 ⇒ (12) + 9 = 21

Readied action to cast Color Spray on Plugg and Scourge at any hostile action.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Veronic steps forward as well, adding her voice to those of her friends.

"You asked the right question though, I'll give you that." Veronica says, with a wide grin on her face. "But the target is a little bit off. So tell me Plugg, what gives YOU the right to order us around? Harrigan, off over the horizon? The rest of the crew, who you've had no restrain in constantly abusing? Those Rahadoumi sailors whose lives we spared, who are probably wondering why they should risk them again defending a scumbag like you? Do tell, I'm sure we're all waiting to hear your answer."

She gives the man a small moment for her words to sink in, before continuing.

"There are a few important lessons I don't think you ever grasped, babied like you were by Harrigan aboard the Wormwood. The respect of the crew is not something handed to you just because you decided to call yourself "Captain". It has to be earned. This crew owes you nothing. And a captain without a crew is no captain at all. He's just an arrogant fool holding a whip."

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