
DM Meleager |
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Many would visit the Port Peril tavern The Formidably Maid that day. Not all of them may have been pirates or even wanted to be one at the time, but fate would have plans for a select number of individuals. For one reason for another, these beings made their way into the tavern that night. All of them were in their current predicament for one reason: to be the new sailors under an up-and-coming pirate. Little did anyone know that this course of action will bring about an upheaval to the Shackles...
You wake up the following morning in the dark hold of the Wormwood. You all remember the night before: the ringing laughter of a wild night, the heady joy of excess, the scents of rich stewed meat and perfume lingering in their nostrils. That has been replaced by less pleasant feelings: a pounding headache, the sickly taste of cheap wine in your mouths, the hard floor, a rhythmic creaking noise, and the feeling of the room swaying, as if you were still drunk, even for the hardier folks aboard. Before you can do much more than sit up, however, several pairs of heavy footsteps enter the dark room, and the harsh light of a lantern painfully spears your eyes.
Seven rough-looking figures stand before you, all armed with saps. Among them are a woman with big ears looking like she's already in a bad mood, A fat, bald man with a grin on his face, a blond lady with an unhinged smile, a frowning half-orc with uneven spots bordering on yellow folding his arms, A bearded man with a face that looks as if he's been scowling his entire life, a dwarf with a crooked nose looking at you disapointedlyand stepping forward was probably the head man.A tall, bearded man with a bandana over his headpulled out his whip and cracked it inches before your faces as he screams.
“Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!”
The other pirates stare at you, with a couple seemingly more than eager to fight if it comes to it.

Chisomo |

Chisomo cracks her eyes open, spikes of anger matching her lingering hangover.
Seven.
Too many?
She stands, long limbs corded with lean muscle unfolding as she checks her balance.
Saps ready. Expecting trouble.
She casts a quick glance behind her to see if there's any other captives who will provide it.
No, not expecting trouble, expecting pain to deter trouble.
All at once her face shifts from careful impassivity to a broad grin that crinkles her eyes, and she strikes.
Risky Unarmed: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Bludgeoning Nonlethal: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Risky Unarmed: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
Bludgeoning Nonlethal: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

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What?
Pai Song opens her eyes with an angry shout.
Who dares...Where the hell am i?
She looks around confused and holds a seemingly hurting head with one hand.
And who are you ugly louts? And why are you so loud?
Whoaaa, don't even know where i am and already you got a dance going on here?

Djir Bentwhisker |

The shouting awakens Djir, still muzzy from whatever they had slipped in his drink. Perhaps it was the drug and his ratfolk metablolism, but as he tries to lurch to his feet, but only ends up on his knees. He instead collapses into a a technicolor yawn, fit to bring up up his bootsoles ... They'll be no fight from him; although getting up to the deck and reporting for duty may also be a stretch...
sorry to whomever is next to Djir...

Reknar |

'I knew those last few shots meant trouble...' - Reknar thought to himself, even before lifting his head and staring blankly at the blond lady - 'I don't remember her... Should I?'
Pulling himself up, the wooziness threatened to take over - there was something definitely off, but not for waking up on a floor, that had happened before. Nope, something else - who the heck were all these? And where was the beautiful serving girl who had promised him a good time - 'You are nothing more than a fool Reknar - why would a young lass like that even look twice at an old grunt like you?' - he chuckled to himself.
“Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!”
"Wait, what..?" - the words and tone brought back memories from the army, but that time was long past. Very long.
His eyes coming into focus, he noticed the absence of gear, of weapons. Not only his, but for everyone around him - "What the hell...?" - he rubbed his head, looking around at the figures menacing them - "Gods damn this..." - he grunted, getting ready to go back to his corner and shut the hell up. Shutting the hell up is usually a good idea in these situations.
But then the damned girl... He could see her tense, getting ready to do something stupid... He balanced himself on the balls of his feet even without realizing, and when she launched herself to attack, he jumped also, trying to hold her back - "Nonononono, wait up! Wait up! Give it a second! Look around!"
Is Initiative relevant?: 1d20 + 2 ⇒ (14) + 2 = 16
Reknar is trying to pull a move on Chisomo, much like 'Danny Boy' here at 01:46 :D

Arkhan Silvinesti |

Bloody head feels a bit cracked!
The burgundy colored robed 1/2 orc's red-rimmed blue eyes peer around at their hosts. Seeing only one 1/2 orc (frowning and a dandy), Arkhan Silvanesti smiles.
Not the Bleeding Storm!
The still smiling Druid then stands, brushes off his robes and points to the open door.
Breakfast is this way, then?
Arkhan is 6'2 and roughly 190 pounds. He has grey-green skin; scarred and decorated in the tattoos of Rull; mostly symbols of storms, wind and fury.
He turns his tattooed face to the Mawangi female.
Temper on that one.
The Druid looks back at the seemingly pirates.
Perhaps, once you finish, then. I just hate cold eggs though.

Cnut Bjornsson |

Cnut opens his eyes to the sound of shouting, wipes a hand over his face, raking his fingers through his beard Ugh, spilled ale in my beard again. Better clean that later. Then he gets to his feet and looks around. Hold, definitely, and not a small ship. I see what this is. He turns to the shouting man "You could've just asked, man. I was in the Port to find a ship that that'd take me on. No need for kidnapping."

Mama Mambo |

Mambo lurched awake to the sound of a ratfolk retching, warm streams of vomit careened down Mambo’s head, dangerously close to her mouth and nose. Still the smell of the partially digested dinner sent pangs of hunger throughout her body. Not that you’d suspect she was from looking at her. Mambo was rotund, unusually so for her kind, and her skin was a putrid shade of green, the envy of all the other goblin women in her tribe. Tattooed on her face sits the graven image of a jackal, with the addition of a third eye in the middle of her forehead, leaving no doubt Mambo served the Mother of Monsters, liberator of the Barghests, Lamashtu.
Mambo read the room, while she could probably kill some of these big’uns there was likely a whole ship of them that would murder her for it. Instead she chose to help the ratfolk, not even considering he probably couldn’t understand her.
Mambo tried to help Djir to his feet and up to the deck, but the effort amounted to slight encouragement. Her thoughts drifted to the cold eggs the ork mentioned and her hunger pangs redoubled.

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Not sure whether the room is reeling or just her head, or both, and with a nauseaus feeling in her stomach Pai Song decides this is not the time to get physical.
More like time to get some fresh air.
Out of the way! she shouts as she heads for the stairs.

DM Meleager |

Okay, I think I know what's going to happen, so let's roll to see how it goes.
Grapple: 1d20 + 2 ⇒ (2) + 2 = 4
Reknar moved ahead and reached out a hand in an attempt to intercept Chisomo, but the bard heavily underestimates the sheer speed in the movement of her body and her fist as he doesn't even come close to catching her.
And so did the bearded man as her first strike nails him straight at the nose. He steps back and puts both hands on his nose which incidentally puts him out of reach of her second attack. For a brief moment, the others could see a hint of fear in his eyes... which is quickly replaced with one of rage as he points at the woman.
"You'll regret that wench! Take her down!"
While the others make their way up the deck, the other goons take positions...
Initiative
Whip man: 1d20 + 7 ⇒ (3) + 7 = 10
Pirate 1: 1d20 + 3 ⇒ (20) + 3 = 23
Pirate 2: 1d20 + 1 ⇒ (10) + 1 = 11
Pirate 3: 1d20 - 1 ⇒ (9) - 1 = 8
Pirate 4: 1d20 + 3 ⇒ (14) + 3 = 17
Pirate 5: 1d20 + 2 ⇒ (18) + 2 = 20
Pirate 6: 1d20 + 2 ⇒ (1) + 2 = 3
Chisomo: 1d20 + 2 ⇒ (15) + 2 = 17
Reknar: 1d20 + 2 ⇒ (12) + 2 = 14
The brunette, blonde and the half-orc surround the monk and swing down their saps on her head.
Sap, 1: 1d20 + 0 + 2 ⇒ (9) + 0 + 2 = 11
Sap damage: 1d6 ⇒ 6
Sap,5: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Sap damage: 1d6 + 3 ⇒ (5) + 3 = 8
Sap, 3: 1d20 + 4 ⇒ (3) + 4 = 7
Sap damage: 1d6 + 1 ⇒ (5) + 1 = 6
The brunette's swing was wide and the blonde was a bit too eager on her swing to hit anything, but the half-orc's strike is true.
Chisomo takes 8 points of non-lethal damage, but it's her turn now!
[OOC]Also, everyone can take a DC 15 Craft (alchemy) or DC 10 Knowledge (nature) check (for those untrained) as well as a DC 10 Perception check

Mama Mambo |

Nature: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Djir Bentwhisker |

Perception: 1d20 + 1 + 3 + 1 + 2 ⇒ (6) + 1 + 3 + 1 + 2 = 13
1 rank +3trained +1 wis +2 racial
K Nature, Untrained: 1d20 + 4 ⇒ (15) + 4 = 19
+4 int

Djir Bentwhisker |

Spitting to get the taste out of his mouth, Djir crawls away from the mess he made... Seeing the fight break out, Djir, with Mama Mambo's help, decides that discretion is the best policy, and starts on the stairs to the deck...

Chisomo |

Knowledge (Nature): 1d20 ⇒ 3
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Some kind of poison? An efficient way of weakening captives...
Chisomo grins through the pain and immediately retaliates. As she fights she never takes a step back, always pressing forward towards her foes, slapping their weapons aside before following up with quick, punishing strikes.
Starting with the half-orc who landed a hit, if the first hit drops him, I'll switch to one of the pirates who hasn't attacked yet.
Jab: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Nonlethal Bludgeoning: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Jab: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Nonlethal Bludgeoning: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Reknar |

As the woman ignores him, Reknar nods to himself - 'Brave, but... - then moves away from the scuffle, now certain his first instinct of survival had been the right one.
Knowledge (Nature): 1d20 + 3 ⇒ (18) + 3 = 21
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
That moment of respite gives him the opportunity to look around again, and feel the taste in his mouth - "Spiked drinks" - he muttered to himself with a chuckle again - "Oldest trick in the book and I fell for it..." - he added, shaking his head.
Not following the others immediately, he waits to see how the fight plays out.

DM Meleager |

Even with the numbers advantage, the one-two combo was enough to lay out the half-orc, who didn't even have the time to whimper before falling on his back.
But then the others struck.
The dwarf came in next in an attempt to bring in order to the ship
Pirate 2, Sap: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
And he managed to pull her down enough to deliver a devastating blow to the head, causing her to collapse on the floor.
The man in the beard looked on in disapproval of of the display, but he wasn't done yet. Seeing some hesitation from Reknar, he unleashes his whip at the bard.
Whip: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
The whip just touches him on the shoulder, but the hit stings all the same. "Tis no joke around here! Get up there now or you'll join her on the ground!"
Meanwhile, the scowling man and fat man join to pick up the two unconscious pirates.
----------------------------------------
As for the rest of those who joined the deck, they would emerge to see themselves surrounded by water with no sight of land anywhere. It appeared that the ship had set sail long after they have woken up. A wide variety of pirates are standing in front of two individuals waiting on the upper deck of the stern. One of them is a young, balding man with a long black ponytail, wearing a long coat and
carrying a well-used cat-o’-nine-tails. The other is a broad, muscular Garundi man with a shaven head,
a long beard bound with gold rings, and an eye patch. The two were awaiting the other pirates, with the younger one looking less patient than the other.
While the others wait, they hear a whisper from one of the pirates: a redheaded woman with a tricorne hat. "Are the recruits giving Scourge trouble down there?" she asked.

Reknar |

Reknar snarled back at the man, accepting the whipping - ”We got the message…” - then moved to stand protectively over Chisomo - ”You want another able body, or a corpse?”

DM Meleager |

Reknar snarled back at the man, accepting the whipping - ”We got the message…” - then moved to stand protectively over Chisomo - ”You want another able body, or a corpse?”
The man stepped closer until he was face-to-face to Reknar trying to size him up. For reference, he's about 6 feet tall.
"Let's got one thing clear, maggot. You don't get a say on who gets protected here. I'm the boatswain and master-at-arms. I hold all of your lives in my hands, and that includes ya precious girlie here."
It's only now that he realized that his nose is bleeding. Growling, he delivers a swift kick to the unconscious Chisomo's side. No damage. Just for dramatic effect.
"Drag her ass up! And bring Jape up too. The cleric will get them back up.
None of the pirates would let him touch the monk as they roughly drag her by the arms up the stairs. Jape, the half-orc, received the same treatment.

Reknar |

I picture Reknar at about 6’ tall also :)
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
”Understood” - Reknar grunted, and followed.

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Kn:Nature: 1d20 + 4 ⇒ (14) + 4 = 18
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Tasting what clearly must be oil of taggit and nutmeg in her mouth, indicating the obvious situtation that she and the others had been shanghaied, she also realized the source of the constant reeling.
A ship. Of course. And out in the open sea.
She goes over to join the crowd, glancing back over her shoulder before to see what's going on downstairs.
Ah yes, Scourge, is that the one with the beard and the bandana? Then i guess it is so. But he should be better off than the other ones. They'll be up in a moment.
Will there be any introductions or explanations after this rather rude welcome so far?

DM Meleager |

The redhead grinned slightly at the response. "About time someone put some fear is his eyes for a change. Usually sics his flunkies without getting his own hands dirty...
"Sandara! Get over here!
The sound of what had to be Scourge echoed from the stairs before he arrived with his crew and along with Reknar and Chisomo. The later is unconscious, but so is one of the other pirates, the half orc.
Sandara rolled her eyes before continuing. "I'll meet with you lot later this evening. Remember, not everyone here's out to get ya."
She set off to the injured group, with Scourge still holding his nose. "New recruits giving ya trouble? You sure love to pick the feisty ones."
Scourge scowled in response. "Wake her up! I want her awake for what I'm gonna do next. And fix my nose too."
Sighing Sandara pinched the bridge of his nose and twisted. Scourge yelped in response, but it looked less crooked now. She then pulled out a wooden trinket with a skull and 2 bones crossed behind it as she whispered and all three injured folks feel a lot better.
Channel energy: 2d6 ⇒ (1, 3) = 4
With that, Chisomo is fully healed... for now.
Chisomo is brought back to consciousness, but two hands hold her steady. Scourge strutted to face the monk. "You think you can do that to me without consequences? Me thinks you need a taste of what's in store for the rest of your life. Tie her to the mast!"
The fat man and the half-orc drag her to the mast and tie her hands together at the pole. They also pull up her shirt to leave her back exposed. Scourge smiles with glee as he plays with is whip. "That will be three lashes for insubordination." With that said, his whip went to work.
Whip Strike 1: 1d20 + 6 ⇒ (20) + 6 = 26
Whip Crit confirm: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Whip Strike 2: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Whip Strike 3: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Whip Strike attempt 4: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Chisomo takes 11 points of non-lethal damage.
Scourge missed the third strike, but deals one more attempt to get the third hit in. The fat one goes over to check on her. "Still blinking."
Scourge shakes in anger as he balls his free hand into a fist. "Get outta my sight!" Chisomo's hands are untied and she's now free to join the rest of the crew.

Arkhan Silvinesti |

Arkhan steps above deck to frown at the expanse of blue, both above and below the ship.
At least the horde won't be out here. Pirates. Rull does enjoy the seastorms too.
Knowledge (nature) (Int): 1d20 + 7 ⇒ (4) + 7 = 11
Perception (Wis): 1d20 + 8 ⇒ (4) + 8 = 12
The Druid spits.
Oil taggit poisoning with nutmeg? Why no f!&$ing sugar.
Arkhan watches the demonstration while also forlorn noticing the lack of breakfast bar.

DM Meleager |

Now with everyone present, the man with the eye-path stepped forward. It seems like he was the captain of this ship. He man clasped his hands together before putting out a smile that had to look forced.
“Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that you’ll ever need to address me. I have only one rule—don’t speak to me. I like talk, but I don’t like your[i/] talk. Follow that rule and we’ll all get along fine. “Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone." His eyes turned to Scourge who folded his arms in frustration. "Mr. Plugg! If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em.”
His last threat felt like he was half joking. Only half. As he walked away, Plugg steps forth to take over. His hands are behind his back as he eyes the recruits disapprovingly.
"First and foremost, you will address me as Mister Plugg as all times. I aim to make sure that you are turned into disciplined sailors for the Wormwood. And I will [i]not tolerate idleness, laziness and overall roughhousing. Now then, I am in need of positions to fill, and my assessment of you lot will determine whether you fit the built First off..." He swiftly pointed to the mainmast. "Each of you are to climb the mast until you reach the crow's nest. And I want you to put your best effort into it. I will know if you are slacking off. And there will be consequences for that." His hand reached for what looked like a cat-a-nine-tails, a more vicious looking version of the whip.
"Now carry on and go."
The crow's nest is 60 feet high. A DC 10 Climb check will get you up a quarter of your walk speed per round. You can also move at half speed, but with a -5 penalty to each check. Failing by 4 or less means you don't move but stay in place. A fail by 5 and more will cause you to fall from that height.

Cnut Bjornsson |

Cnut beaks into a broad grin. "My best effort. Aye, Mister Plugg." then he doubles over, letting out a human scream that turns into an animalistic roar, which almost drowns out the pops and cracks as his bones realign, his fingernails grow into claws, and his reddish-brown hair thickens all over his body and arms. Then, hooking his claws into the mast, he begins to climb with a rapidity rarely before seen on the Wormwood.
Standard Action: Change Shape, growing claws that provide a 20 foot climb sped (actually 30, from my Fast Movement as a Barbarian.) Move action, 30 feet up the mast. Taking 10, my climb is 24. (If possible I'll use Accelerated Climbing to move at my land speed of 40 feet, but I'm not sure I can do that with just a Move action remaining. I can easily beat the check even taking the -5.

Djir Bentwhisker |

Djir has no ranks in climb, a -1 str and the meticulous drawback (-2 on untrained skill checks) for a net -3 to climb. He also doesn't want a lashing, or to fall from the mast... So he tries to demonstrate enthusiasm but a complete lack of competence at the task...
"Yes Mister Plugg"
Djir sets too enthusiastically, trying to rush up the lines.
Take 10 on the climb check, trying to move half speed... So he falls from 0 feet up.
Climb, take 10: 10 - 1 - 2 - 5 = 2
-1 str -2 meticulous -5 trying to climb at 1/2 speed (rather than 1/4)
His familiar, Cevanna the wasp, casts Guidance to help with his acting.
Bluff to sell the performance: 1d20 + 1 + 3 + 1 + 1 ⇒ (9) + 1 + 3 + 1 + 1 = 15
1 rank +3trained +1 Cha +1 guidance

Chisomo |

Without question Chisomo throws herself up the ropes, athleticism mixing with technique to push her up the ropes about as fast as humanly possible... Though still getting to the top moments behind Cnut.
She takes 10 on a fast climb for a 13 with the penalty. But when only going up 60' that puts her and Cnut arriving within the same round.

Reknar |

Sighing Sandara pinched the bridge of his nose and twisted. Scourge yelped in response, but it looked less crooked now. She then pulled out a wooden trinket with a skull and 2 bones crossed behind it as she whispered and all three injured folks feel a lot better.
Reknar nodded a thanks at the one who had just mended their wounds.
Religion(what is the trinket?): 1d20 + 3 ⇒ (16) + 3 = 19
He listened to the speech from the Captain with a somber visage, but the one really getting on his nerves was this Plugg character. The hairs on the back of his neck were beginning to react every time the whip wielding bastard approached him.
"Now carry on and go."
The half-orc actually welcomed the chance to stretch his muscles, and get his mind off things…
… he doubles over, letting out a human scream that turns into an animalistic roar, which almost drowns out the pops and cracks as his bones realign, his fingernails grow into claws, and his reddish-brown hair thickens all over his body and arms. Then, hooking his claws into the mast, he begins to climb with a rapidity rarely before seen on the Wormwood.
What the…?”
Knowledge (Local) to know about Skinwalkers?: 1d20 + 7 ⇒ (16) + 7 = 23
He was momentarily surprised by the change, but then remembered about Ulfarssen, a feral northerner who had served with him in the army. He also managed to change his body like that, gaining animalistic features - ’Damn strong that lad was’ - he pondered to himself, remembering also his sad demise at the hands of goblin hunters…
All this came to him as he was already climbing the mast side by side with Chisomo, after swatting away a bee that seemed to keep insisting flying around them. His athletic, strong frame allowed him to successfully navigate the climb.
Taking 10 also, for a total of 12 (10+7-5).
”Nice trick” - he nodded at Cnut when he reached the top.

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Pai Song listens and as the anger is brewing in her, her skin darkens a bit and her ever moving hair begin to float around her head.
Physical work....as if....what a disgrace on top of this already insulting situation!
She looks around and after seeing no way out of this begins to climb up.
Climb: 1d20 + 3 ⇒ (11) + 3 = 14
Climb: 1d20 + 3 ⇒ (8) + 3 = 11
Climb: 1d20 + 3 ⇒ (4) + 3 = 7
Climb: 1d20 + 3 ⇒ (20) + 3 = 23
Climb: 1d20 + 3 ⇒ (9) + 3 = 12
Climb: 1d20 + 3 ⇒ (6) + 3 = 9
Climb: 1d20 + 3 ⇒ (13) + 3 = 16
Climb: 1d20 + 3 ⇒ (2) + 3 = 5
Climb: 1d20 + 3 ⇒ (2) + 3 = 5
Climb: 1d20 + 3 ⇒ (15) + 3 = 18
Climb: 1d20 + 3 ⇒ (19) + 3 = 22
Climb: 1d20 + 3 ⇒ (11) + 3 = 14
After she repeatedly gets stuck and then falls down from 25 feet up, which looks more like a leave falling from a tree, without taking any damage, she begins to climb slower (taking 10), obviously very embarrassed and angry.

Arkhan Silvinesti |

Arkhan's blue eyes narrow at the mentioning of physical activity.
That's what goblins are for. Shit! Well when pressed ganged...
The 1/2 orc nods over to the female Goblin, looking a bit hungry and nervous about the climb.
Or not.
Arkhan then frowns at said female Goblin.
Climb (Str)+5(1) Taking 10 for 15 -5 for accelerate climb for 10
The Druid sighs. He easily does the climb and flips everyone the bird from the crowsnest.

Mama Mambo |

Mambo's stomach audibly growls as Arkhan mentions runny pan fried eggs basted with butter and just a generously seasoned. She frowns at the half-ork as if to say she wish she did.
Climb: 1d20 - 3 ⇒ (9) - 3 = 6
Mama Mambo looks at the mast, assessing, backs up 20ft and runs as fast as she can at it. At the last moment she jumps at it, slamming into it and trying to hug the mast with both arms and legs. Once in this position she cannot move and then slowly falls backwards off the mast and slams onto the deck.
She groans in pain.
Climb: 1d20 - 3 ⇒ (8) - 3 = 5
Climb: 1d20 - 3 ⇒ (7) - 3 = 4
Climb: 1d20 - 3 ⇒ (15) - 3 = 12
Climb: 1d20 - 3 ⇒ (1) - 3 = -2
Climb: 1d20 - 3 ⇒ (4) - 3 = 1
Climb: 1d20 - 3 ⇒ (12) - 3 = 9
Climb: 1d20 - 3 ⇒ (2) - 3 = -1
Climb: 1d20 - 3 ⇒ (4) - 3 = 1
Climb: 1d20 - 3 ⇒ (8) - 3 = 5
Climb: 1d20 - 3 ⇒ (8) - 3 = 5
Climb: 1d20 - 3 ⇒ (18) - 3 = 15
Climb: 1d20 - 3 ⇒ (12) - 3 = 9
After all the others, except Mambo and Djir have climbed up and down, Mambo is still trying, huffing and puffing.

DM Meleager |

Apparently he would have to call himself a liar, because Mister Plugg couldn't tell whether the Ratfolk was faking it or not. Either he was too impressed with the performances from Cnut, Reknar and Chisomo or he was too focused on Mambo's incompetence. He sneered at the goblin as he spoke. "Are you trying to embarrass yourselves?
Once the first three people got to the top of the mast, he signalled them to come back down and the rest to stop trying. "That was a test to see who would be our new riggers. Three of you made it to the top, but I only need two of you so..."
"If I may..." Scourge interrupted the speech and pointed straight at Chisomo. "This one's nothing but trouble. I need someone to keep an eye on that one."
"Very well. The half-orc and the... creature will be the new riggers and will be directly under my command. As for you..." He stared down at the goblin. "Clearly you'll be useless on deck. I'm assigning you the position as the cook's assistant. Perhaps you'll have better luck in keeping the oaf awake. Scrimshaw! Go take him to the galley!"
A young lad scurries up to the goblin and motions her to follow him down the deck."
"The rest of you will work as swabs and will work under Master Scourge. If you are unable to work to your abilities, you will be punished."
Plugg directed his attention Cnut and Reknar along with the rest of the riggers: a barefoot woman, a halfling with a face resembling a rat and a gnome with a foppish hat and a dandy outfit at that along with the scowling man, the blonde and the dwarf you met earlier. He assigns your tasks for the day.
1 Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.
2 Line Work: Hard work hoisting and lowering sails,
requiring a DC 10 Profession (sailor) or Dexterity
check. The PC must also make a DC 10 Constitution
check to avoid being fatigued at the end of the shift.
3 Upper Rigging Work: Work in the upper rigging, 50
feet up, requiring DC 10 Climb checks, followed by a
DC 10 Profession (sailor) or Dexterity check.
4 Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
5 Lookout: A climb to the crow’s nest 60 feet up,
requiring DC 10 Climb checks followed by a DC 10
Perception check.
6 Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.
Task, Cnut: 1d6 ⇒ 6
Task, Reknar: 1d6 ⇒ 5
In addition to this, you also have a Ship Action you can do during the day. When it come to influencing, riggers and influence other riggers while swabbers can influence other swabbers. More of the later soon. This will be for both.
Work Diligently: Gain a +4 bonus on any one check for a
job’s daily task
Influence: Make normal checks for a job’s daily task and
attempt to influence a single NPC
Sneak: Make normal checks for a job’s daily task and
briefly explore one area of the ship (the PC can make a
single Perception check or other skill check with no chance
of detection)
Shop: Take a –2 penalty on all checks for a job’s daily task
and visit the quartermaster’s store (area A9)
Shirk: Take a –2 penalty on all checks for a job’s daily task
and take time exploring one area of the ship. The PC can
take 10 on a single Perception check or other skill check, but
must make a check to avoid being discovered (see below).

DM Meleager |
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As for the swabbers, Scourge orders them to line up. The young lad was likely one of the chosen. As for the others they consisted of a rather angry looking halfling, a stoic looking man wearing a blue bandana on his head, a bedraggled gnome with one eye, a female pirate looking a bit tipsy even during the day, a middle-aged half-elf woman and a stoic looking Mwangi woman Sandara is among you as well... but so are the fat man, half-orc and brunette. Scourge barks his assignments to each person.
Arkhan: 1d6 ⇒ 6
Pai Song: 1d6 ⇒ 4
Djir: 1d6 ⇒ 5
"And you." she points to Chisomo. "Jape's taking you to man the Bilges." The half-orc takes her over to the bottom floor of the ship to perform her tasks.
1 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.
2 Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.
3 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.
4 Hauling Rope and Knot Work: Tying and untying
knots in the ship’s ropes and moving heavy coils of
rope from one part of the ship to another, requiring
a DC 10 Profession (sailor) or Strength check. The PC
must also make a DC 10 Constitution check to avoid
being fatigued at the end of the shift.
5 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.
6 Repairs: Things constantly tear or break aboard the
ship and need repairs, whether sewing sails or splicing
rope all day, requiring a DC 10 Profession (sailor) or
Dexterity check.

Djir Bentwhisker |

Djir is on Runner, which is a DC 10 Acrobatics and a DC 10 base. He chooses to take the sneak action to explore (one area of the ship); this requires a perception check. @DM Meleager, what are the area of the ship? Also, I assume that taking 10 on these checks is not permitted, otherwise I expect everyone will pass everything...
Djir attempts to demonstrate that while he cannot climb, he can run just fine...
Acrobatics: 1d20 + 1 + 3 + 3 + 1 ⇒ (12) + 1 + 3 + 3 + 1 = 20 vs DC 10
1 rank +3 Trained +3 Dex +1 guidance (from Cevanna)
Con Check: 1d20 + 2 ⇒ (15) + 2 = 17 vs DC 10
+2 con
Perception: 1d20 + 1 + 3 + 1 + 2 + 1 ⇒ (19) + 1 + 3 + 1 + 2 + 1 = 27 to explore area ???
1 rank +3trained +1 wis +2 racial+1 guidance (from Cevanna)

Reknar |

Reknar was satisfied with the work as a rigger - not because he feared hard swabber work, or any other kind - but because from up here he had a much better view of the comings and goings on deck, and a measure of peace and distance from whatever the hell was going on this ship.
He usually had a hard time taking crap from others, and it was just a matter of time until his temper put him at serious odds with someone. At least up here it was less crowded.
And the blond girl was a nice change of scenery.
Taking 10 to climb as before.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
As for Ship Actions, Reknar is focused on two things (apart from his own survivability, of course :D): he would like to keep watch over those who came in with them - after all, for better or worse they are currently in the same situation. Also if he heard what she whispered to the group, then he’d keep tabs on Sandara from up top also. Not sure Reknar if this counts as a ship action. I can also use one of the more standard options.

DM Meleager |

Djir is on Runner, which is a DC 10 Acrobatics and a DC 10 base. He chooses to take the sneak action to explore (one area of the ship); this requires a perception check. @DM Meleager, what are the area of the ship? Also, I assume that taking 10 on these checks is not permitted, otherwise I expect everyone will pass everything...
Djir attempts to demonstrate that while he cannot climb, he can run just fine...
[dice=Acrobatics]1d20+1+3+3+1 vs DC 10
1 rank +3 Trained +3 Dex +1 guidance (from Cevanna)[dice=Con Check]1d20+2 vs DC 10
+2 con[dice=Perception]1d20+1+3+1+2+1 to explore area ???
1 rank +3trained +1 wis +2 racial+1 guidance (from Cevanna)
You can find the map on the campaign info tab. It should be up now. You'll also need succeed in a Stealth check to see if you can avoid getting caught. Since you're running around, a DC 10 check sounds reasonable.

Djir Bentwhisker |

stealth: 1d20 + 1 + 3 + 3 + 4 + 1 ⇒ (15) + 1 + 3 + 3 + 4 + 1 = 27
1 rank +3 trained+3 dex +4 size +1 guidance from Cevanne
Djir will explore the middle deck as part of his message running...

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Prof Sailor: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Con Save: 1d20 + 2 ⇒ (17) + 2 = 19
The unusual and unfamiliar work tasks of hauling rope and knot work take all of Pai Songs attention, so she tries to work as diligently as possible the whole day.
No time for anything else, even the constant stream of swearing eventually ebbs down a bit, but only a bit.

Arkhan Silvinesti |

Arkhan frowns as he climbs back down to the main deck.
Didn't see no f@$!ing breakfast buffet from up there either.
The druid then looks at pile of riped sails and the needle and thread thrusted into his hands.
What the f~@$ am I supposed to do with this birdshit.
Grabbing a bunch of sails, the 1/2 orc finds a quiet spot on deck to fix them.
Cast Mending.
Influence the gnome:
ship and need repairs, whether sewing sails or splicing
rope all day, requiring a DC 10 Profession (sailor) or
Dexterity check.
EDIT!
Working for the man DC 10: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
Arkhan smiles at the gnome.
So, whatcha in fer?
Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0

DM Meleager |

Arkhan frowns as he climbs back down to the main deck.
Didn't see no f+&*ing breakfast buffet from up there either.The druid then looks at pile of riped sails and the needle and thread thrusted into his hands.
What the f*#+ am I supposed to do with this birdshit.Grabbing a bunch of sails, the 1/2 orc finds a quiet spot on deck to fix them.
Cast Mending.[dice=Influence the gnome]?
** spoiler omitted **
Good idea. I'll give you a +4 to the check for your roll. To influence an NPC, please roll a Diplomacy, Bluff or Intimidate check to do so.

Cnut Bjornsson |

Profession (Sailor): 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Constitution: 1d20 + 3 ⇒ (18) + 3 = 21
Unfamiliar with the arrangement of the Wormwood's sails, Cnut decides to keep his head down and work hard. No need to draw any more attention to himself the first day. Once he knows that his job doesn't involve climbing, he lets his claws return to normal.

Reknar |

Since the shapechanger had ignored his attempt at conversation, Reknar instead turned his attention to another one of the riggers - he was curious about the barefooted woman, so he decided to try and break the ice.
”I guess up here the chances of getting whipped are less, not crossing the path of that one all the time?” - he commented to her on the side.
Diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15

Mama Mambo |

The briefest smile crosses Mambo's face as the man underestimates her.
Mambo heads straight to the Galley and marvels at the magnificence of the kitchen before her. Every kind of food tool she has seen and most that she has not. Looking around she tries to find a stool so that she can reach the bubbling cauldron and see what Fishguts has already started. She starts by tasting a bit of everything. She grabs a meat cleaver and eyes a goat...
I assume I'll have specific tasks too and that it will be a cook check. And search the Galley?
Cook: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

DM Meleager |

Chisomo
Jape leads you down to trap door, presumably where the bilges are located. He opens it with some effort and points down, signalling where you will go down to.
The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets of masterwork manacles with average locks (Break DC 28, Disable Device DC 30) are fixed to the bulkheads in the forward portion of the deck.
Shackled to one of them is a man with his head hung low... at least until he sees that there's another person coming down. "The hell are you looking at?" he ask dismissively.
Give me a Perception check please.
Mama Mambo
The cramped and chaotic kitchen holds two wooden worktables, several
wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a
distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. Despite the chaos, the entire galley functions as a set of masterwork tools for Profession (cook) checks.
Unfortunately the cook, presumably the overweight man in cooking gearis snoring on a chair. Another figure is standing next to him: a half-orc woman with a wicked looking axe strapped on her back.
"I can take over from here Scrimshaw. Now shoo." The boy does that and scampers back towards the deck. "The name's Cut-Throat Grok. And sleeping beauty over there's your cook, Kroop. I hope ya have some cooking know-how, 'cause he's hopelessly drunk and I'm even more hopelessly useful as one."
Cooking task: 1d6 ⇒ 1
"We need you to cook a meal for the crew for dinner... you do know how to cook right?" she asked with a hint of worry.
1 or 2 Cooking: Assisting Ambrose Kroop in preparing
the day’s meal. If Kroop is sober, no check is
required. If Kroop is drunk, this requires a DC 10
Profession (cook) or Intelligence check.
3 Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day (see the swab task Man the Bilges on page 23).
4 Turtle Hunting: Hunting leatherback sea turtles
with harpoons, treble hooks, and nets. A DC 10
Profession (fisherman) or Survival check provides
enough food. A failed check results in a day in the
bilges as punishment the following day (see the
swab task Man the Bilges on page 23).
5 Bull Session: Drinking with Ambrose Kroop and
listening to his stories. The cook’s mate must
drink an additional rum ration, but is able to take
an additional ship action during the day.
6 Special Occasion: Captain Harrigan is celebrating
something today, and wants one of the ship’s
pigs butchered and cooked for dinner. The PC
must make a DC 10 Profession (cook) or Survival
check to slaughter the animal, then help Kroop
to clean, cut, and prepare the carcass. If Kroop is
sober, no additional check is required. If Kroop is
drunk, this requires a DC 15 Profession (cook) or
Intelligence check
The good news is that you have a good number of chances you won't need to perform the check if the cook is sober. The bad news is that you have the luxury of working diligently and any other day action other than cooking and influencing Kroop or Grok will cause you to auto-fail the task. With that said, give me a Perception check please.
Reknar
The woman glances at the man for a bit, but decides to give him a chance. "Plugg's the kind of guy who treats everyone miserably equally. It's also why he doesn't really have that many friends, even with his own officers." The woman offered a hand to shake. "You can call me Samms. You don't seem like the kind of cut-throat around these parts."
Samms is now Friendly
Arkhan
Yikes.
The gnome was merely minding her own business until the massive half-orc came right at her face, to which she scurried away in fear. "I don't want no Kull worship near me!" she cried as she moved off.
Sandara looked at the display with a odd look. "That was Giffer Tibbs. She's usually a nice sort of girl. I wonder what spooked her?
Giffer is now Unfriendly. You are very lucky influence checks can only go down one step per attempt.
Djir
The hold is mostly empty at the start of the adventure, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters while a second set of stairs descends into the lower hold. A large man covered with feathers tarred to his skin is invariably chained to the foremast here. He hasn't noticed you yet. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters. Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each.
Give me a Perception check please.