Skull & Shackles (Inactive)

Game Master Whack-a-Rogue

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Jacques Lacrimoisi
You wake up with a terrible headache. Still, that's a small price to pay for the incredible time you had last night. You met someone who sailed with your grandmother! He must be a lot older than he looked, though. That would explain why he kept saying her ship was the Banshee. Regardless, the drink he brought you was incredible - and strong! Knocked you right out. Come to think of it, where are you now? This definitely isn’t the tavern….

Ragnhild Demondottir
You wake up with a terrible headache. Still, that’s a small price to pay for the incredible time you had last night. Stories, singing, making new friends! And one friend in particular… You don’t remember what happened after you followed them out back for a bit of fun, but it must have been good. Although this doesn't look like your bedroom ... or their bedroom ... or a bedroom. More like a cargo hold. What the hell happened?!?

Zenj'ya
You wake up with a terrible headache. Still, that's a small price to pay for the incredible time you had last night. Last night was nothing like you’ve ever experienced. Beautiful singing, pleasant company, and wonderful food. Oh, heavens, the food! Such delicacies! So nice of that lady to buy them for you. You definitely ate way too much, though, since you passed out shortly after finishing your meal. Wait a minute… Where are you now? A cargo hold? What’s going on?
--------------------------------------------------------------------------- ---------------------
As your eyes adjust to the dim light, you realize that you’re not alone. There are three of you in total – all people from the Formidably Maid tavern last night. They all seem to be in the same condition as you – slightly the worse for wear and just waking up. You also realize that (aside from the item I gave you in the Discussion thread) your gear’s gone. That includes armor, but not clothing. What the hell happened? You each have time for one post, then things start happening….
Jacques Perception DC 7: 1d20 + 2 ⇒ (16) + 2 = 18
Ragnhild Perception DC 7: 1d20 + 2 ⇒ (8) + 2 = 10
Zenj'ya Perception DC 7: 1d20 + 5 ⇒ (17) + 5 = 22
Your morning breath tastes a bit like nutmeg. Strange, you don't remember eating any last night....


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

F$$+ we go abducted. Rangnhild thinks putting 2 and 2 togeher.
If I die here I will be the laughingstock of the Abyss, an apparent part Succubus falling for a honey trap? Yikes

She takes a good look at her bindings if she is bound, and for possible improvised weapons if not.
perception: 1d20 + 2 ⇒ (19) + 2 = 21


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques narrows his eyes and pulls himself to his feet. He checks for his purse, and finds it missing. As it slowly dawns on him what must have happened, he snarls to himself. How could I have let this happen? he wonders. A child of Grandam Lacrimoisi, press-ganged into service or worse. She would be so disappointed in me. He spits into the shadows. "Mon Dieu," he swears under his breath. "Salauds sale! Les fils de pute!"

He waits for more information, glaring darkly about him.


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

This is not good. Zenj'ya doesn't open his eyes as he hears people moving around. He can't feel the comforting weight of his ring on his finger anymore. The thrum of power was gone. Plus his head hurt. The food was excellent. Best food he had eaten since leaving his village. Where was his raven?

At least he still had his Words. Until they cut out his tongue, no one could take those from him. He opened his eyes slowly, hoping it wasn't going to be too bright.

"Where are we?" His voice creaked, as if from disuse.


You're not bound

You soon hear the sound of heavy bootsteps approaching. A moment later, your room’s top hatch is thrown open. Your eyes burn as a lantern is thrust down, and you hear the crack of a whip. "Still abed with the sun over the yardam? 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!”

As your eyes adjust to the light, you see the whip wielder: a tall, dark-haired, rough-looking man. He sports a cruel smile as he cracks the whip in your direction and motions toward the ladder. He looks impatient and a little angry. Over the man’s shoulder, you see a half-dozen other thuglike characters fingering saps.


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

So we are on a ship, likely press ganged. Hmm, mutiny over escape it is. Lord in Iron, grant me strength to prevail over my duplicious foes, who dared not to attack me bravely, Lady in Shadows grant me guile so I may repay their trickery 16 fold.

Ragnhild does as bid for now.


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

It would be foolish to try something now. Not without my ring. Later perhaps.

Zenj'ya rises, offering a hand to Ragnhild as he does so. He flips his veil back over his face before stepping out into the sun, his eyes are quite sensitive.


To keep things moving, I'll assume Jacques does the same.

The men roughly usher you up the ladder. As you might have guessed, you're on a ship in the middle of the ocean. Many miles behind you, there’s something hazy that might be land, but it’s too far away to be certain. There’s approximately 20 people on deck, and they’re all looking at the high stern deck where two figures are standing.

The first: a tall Garundi man with a shaven beard, eyepatch, and rippling muscles is clearly the captain. He speaks, ”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 like talk, but I don’t like your talk. Follow that rule, and we’ll 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 killing anyone. Mr. Plugg! If you’ll be so kind as to make pirates out of these landlubbers, it’ll save me from having to put them in the sweatbox for a year and a day before I make pies out o’ them.” He then walks away, leaving you under the care of the second man.

This man – you assume he’s Mr. Plugg – is younger and has lost most of his hair. He carries a cat-o’-nine-tails and waves it in your direction as he yells, "All right, you lot! Up the mainmast! Get to the crow’s nest, and be quick about it – I don’t have all day! Come on, then, hurry it up!”

If you participate, I will need multiple Athletics checks (DC 10). The mast is 60ft tall. First person to reach the top wins! Keep rolling until you reach the top; I’ll retcon if necessary once everyone’s done. Don’t worry about falling damage if you fail by 5+. As I said, I’ll figure out the results once we have a winner. Good luck!


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

athletics: 1d20 + 7 ⇒ (14) + 7 = 21
athletics: 1d20 + 7 ⇒ (4) + 7 = 11
athletics: 1d20 + 7 ⇒ (2) + 7 = 9
athletics: 1d20 + 7 ⇒ (14) + 7 = 21
athletics: 1d20 + 7 ⇒ (15) + 7 = 22
athletics: 1d20 + 7 ⇒ (1) + 7 = 8


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Would profession sailor do the trick? If so I have +10 to these rolls. If not, I have +3.

Climbing: 1d20 ⇒ 9
Climbing: 1d20 ⇒ 17
Climbing: 1d20 ⇒ 20
Climbing: 1d20 ⇒ 3
Climbing: 1d20 ⇒ 12
Climbing: 1d20 ⇒ 20
Climbing if failed: 1d20 ⇒ 4
Climbing if failed 2: 1d20 ⇒ 12

Best to play along for a while. Get more information.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Sorry, yes! This has been a crazy week.

Jacques narrows his eyes still further at the whip-wielding leader of thugs. Although he instinctively tenses at being ordered around, he recognizes that it would get him a beating and that there is no point, as none of the other prisoners are rebelling. He decides to respond sullenly, but respond he does and climbs out onto the deck with the others.

Athletics (climb): 1d20 + 4 ⇒ (11) + 4 = 15
Athletics (climb): 1d20 + 4 ⇒ (6) + 4 = 10
Athletics (climb): 1d20 + 4 ⇒ (5) + 4 = 9
Athletics (climb): 1d20 + 4 ⇒ (15) + 4 = 19
Athletics (climb): 1d20 + 4 ⇒ (9) + 4 = 13
Athletics (climb): 1d20 + 4 ⇒ (17) + 4 = 21
Athletics (climb): 1d20 + 4 ⇒ (5) + 4 = 9
Athletics (climb): 1d20 + 4 ⇒ (20) + 4 = 24
Athletics (climb): 1d20 + 4 ⇒ (6) + 4 = 10
Athletics (climb): 1d20 + 4 ⇒ (8) + 4 = 12


Ragnhild flies up the mast, reaching the top slightly before Jacques. Zenj'ya struggles, as the bright sun burns his sensitive eyes. Once the three of you make it back to the deck, Mr. Plugg points as Ragnhila. "You're a rigger now. Get to work!"

Turning to Jacques and Zenj'ya, he looks both of you up and down appraisingly. "Cook's mate." He points at Jacques. Then at Zenj'ya: "Swab." He then turns and walks off, calling over his shoulder as he goes, "Don't just stand there like idiots. Get to work!" Master Scourge cracks his whip threateningly as he does.
--------------------------------------------------------------------------
Ignore Me: 3d6 + 1d100 ⇒ (2, 3, 5) + (7) = 17

Jacques
When you enter the kitchen, you find it a cramped and chaotic mess full of worktables, cupboards, stoves, and virtually every cooking utensil imaginable - including a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber. What you don't see, however, is the cook. With nobody to show you where anything is, your best bet is to try to catch some fish. Hopefully fresh meat will make up for any culinary shortcomings you might have. This requires a Profession (fisherman) or Survival check (to catch enough fish) + a Profession (cook) check (to make something edible).

Ragnhild
You're tasked with helping hoist and lower the sails. It's hard work, but at least you don't have to climb any masts. This requires a Profession (sailor) or DEX check (to complete the task successfully) + a CON check (to avoid fatigue).

Zenj'ya
You're tasked with passing messages to the crew and officers. This requires running all around the ship for hours. Better than swabbing the decks, though. This requires an Athletics (run) check (to complete the task successfully) + a CON check (to avoid fatigue).


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

Day:

Ragnhild gives a good onceover on Mr. Plugg, seeking to figure out how powerful he is individually.

Kn something: 1d20 + 1 ⇒ (2) + 1 = 3

Singing a sea shanty (+2 competence to profession checks) she works dilligently for now.
Prof Sailor: 1d20 + 5 + 2 + 4 ⇒ (4) + 5 + 2 + 4 = 15

Con check: 1d20 + 2 ⇒ (4) + 2 = 6

Haha, awesome rolls!


That would be Knowledge (martial).

With almost no information to go on, you have no idea how powerful Mr. Plugg is. The hilt of his sword is quite fancy, but you're not sure if he knows how to use it or is just showboating.

Fortunately, raising and lowering the sails requires very little skill, so you're able to complete your assignments with minimal issue. The work is very tiring, however (you're now fatigued). You notice a couple of your new crewmates (Barefoot Samms and Conchobar) are humming along with your shanty - at least until a grouchy dwarf (Narwhal) who appears to be in charge orders you to "Shut the hell up!"

It's the weekend, so I'm guessing eriktd and Kazmanaught are otherwise engaged.


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Athletics: 1d20 + 3 ⇒ (8) + 3 = 11
CON: 1d20 + 1 ⇒ (7) + 1 = 8

"I'm a sailor, not a sprinter," grumbles the witch as he's assigned his job. Indeed, it turns out to be a well founded grumble, as he quickly becomes exhausted. Perhaps the drugged food hasn't completely worn off yet.

Not sure what the color coding on the crew means, but seeing as she's the only blue one, (and I'm curious to see if that means anything) and I think I'm in the swabs group, he'll try and influence Sandara Quinn during the day, and rest during the night. If I'm not in the swabs group, he'll work diligently, and then influence during the night


Being unfamiliar with the layout of the Wormwood, you end up having to run much more than necessary to deliver all the messages. On a positive note, you now know your way around extremely well. (you're now fatigued)

You're at the sterncastle passing a note to Captain Harrigan when your raven lands on the rail! It looks exhausted - clearly it's been flying after you for hours. Harrigan glances over at it...
Unarmed Strike: 1d20 + 21 ⇒ (18) + 21 = 39 Lethal Damage: 1d4 + 5 + 2d6 ⇒ (2) + 5 + (5, 6) = 18
... and grabs it with a quick motion before crushing it in a meaty paw. Casually tossing the mangled corpse to you, he orders you to dispose of it.

During the course of the day, you're approached by the pretty redhead (Sandara). "Hey there, I'm Sandara. You look like you could use a friend, so I thought I'd introduce myself." She hands you a familiar ring. "I swiped this from Syl earlier. Thought you'd like it back. I know you've no reason to trust me, so consider this a sign of good faith."

FYI, Bluff/Diplomacy/Intimidate have been rolled into a single skill: Influence. It promotes roleplay by reducing the amount of skill points required. XD The color coding does mean something, but you'll need to figure it out as we go. XD


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

Note to self, dont mess with Harrigan, yet.


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Zenj'ya takes the bird. It will recover, in time. His biggest concern is the smell of it. He was so hungry, and the rapidly cooling meat of the bird called to him...

He's broken out of his reverie by Sandara. When she passes him his ring, he almost snatches it out of her hand, but manages to restrain himself. His ring is cold in his hand; to him it pulses with the beat of his heart. To everyone else, it appeared just as a simple band. "Thank you Miss. Do you know what this is?" He'll wait for a response.

Making sure that no one else is watching closely, he'll slip the ring onto his finger, and kneel down. "This ring lets me do this," he says, putting his hand on a board of the deck, and causing it to crack and age, "and this," he finishes, causing it to return to it's previous state.

Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19 If she still seems to be friendly, despite Zenj'ya's lack of interpersonal skills...

"It's a bit of me heart you see. I cannot repay you enough for returning it to me." Standing back up, he says, "We have more to discuss. But I need to be getting back to work, or Harrigan will crush me like my poor bird. But if you think of me as you fall asleep, we can speak at leisure in dreams."

Zenj'ya realizes that he's taking a risk here. But risks would have to be taken on this ship. He had already begun re-amassing his power. Perhaps this woman could help him further with it. And Zenj'ya had gone so long without seeing a friendly, pretty face that perhaps it had added to his brashness.


eriktd's played through the first part of the AP before, so I'll keep things moving while we wait for him to return. XD

Survival: 1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26
Profession (cook): 1d20 + 1 + 4 ⇒ (4) + 1 + 4 = 9
Jacques has no difficulty catching a whole bunch of fish. The real trouble comes when it's time to cook them. Navigating the chaotic kitchen without any assistance is almost impossible, and by the time he's found everything he needs to prepare the fish, it's almost mealtime. Hopefully everyone's fine with sushi (minus the rice and seaweed).
--------------------------------------------------------------------------- -
Zenj'ya
Sandara smiles at your display of magic. "I thought it might be a focus item. This is mine." She shows you a Besmaran holy symbol. "I'd advise against showing anyone else. The officers don't trust mages. I have some healing capabilities, so I'm tolerated, but even then, I have to stay on my toes. As you said, we'd best get back to work now."
--------------------------------------------------------------------------
EVENING
At dusk, everyone's treated to a fish dinner that's technically edible. You get to wash it down with what's arguably the worst rum you've ever tasted. You can almost feel your liver dying. Afterwards, it's time for the officers' favorite part of the day: Bloody Hour.

Some poor soul is dragged up from the bilges in chains. "Jakes Magpie, you have been found guilty of stealing from the quartermaster's store. The penalty, as you well know, is keelhauling. May Besmara have mercy upon you."
Damage: 12d3 ⇒ (3, 1, 1, 1, 2, 2, 3, 2, 2, 3, 3, 1) = 24
Mr. Plugg takes his time carrying out the punishment, and by the time it's finally over, Jakes has been rendered completely unrecognizable as anything but shark food.

That concludes the scripted events of this evening. You're welcome to rest, influence, explore, etc. If you'd rather just continue to gather the 'lay of the land,' feel free to roll Perception/Sense Motive/etc. XD


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

On the evening, Ranghild notices the chatty Redhead

influence Sandara: 1d20 + 7 ⇒ (5) + 7 = 12
Well, hello there, my name is Ragnhild, somewhat of a Bard myself. Can you give me the laydown on whom to avoid in particular on that ship? Why the gentle caress does that Dorf dislike sea shanties, seriously.

After that she goes to "bed" early to get rid of the fatigue she accumulated.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques surveys the other crewmembers of this cursed vessel, glowering at them in his resentment of his lot. He tries to identify who the biggest bully is-- probably the biggest person.

Jacques will try to Influence this person, to make them wary to mess with him.

Influence: 1d20 + 7 ⇒ (6) + 7 = 13


Ragnhild
Sandara quickly shushes you. "Keep your voice down. Narwhal's the rigging boss, and if he hears you dissing him, you'll be stuck with the most dangerous work for the rest of the voyage."

Jacques
It's pretty clear who the biggest bully is: Fipps. He's got a good fifty pounds on everyone else, and you're pretty sure it's solid muscle. As you approach, he gives you a threatening glare, and you decide not to push your luck.

I'll give it until tomorrow to see if Zenj'ya wants to do anything.


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

I'm resting to remove fatigue. Tomorrow is a bright new day, full of people to "influence" with my -1 Cha :)

That being said, I can do some spooky dream magic to talk to people while resting, ideally I'd like to pull in the PC's, talk to them, and then pull in Sandara to scheme. I can only grab one person at a time, and they get a DC 15 will save to negate it, but if I'm within touching distance from them, they don't get a save.


Thank goodness for circumstance bonuses. In addition, quite a few of the crew have ways to automatically succeed at the Influence checks. XD
--------------------------------------------------------------------------
If you want to use some of your spooky dream magic, feel free to write something up. It's a good way for the party to RP introductions and whatnot.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques backs away, but continues to study Fipps from afar. "That one, he is going to be the problem, way?" he mutters to himself. "All of the muscle, none of the brains. Perhaps he may be outwitted and embarrassed in that way. It is doubtful he will ever become my friend."


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Seeing as I can only drag people in one at a time.. I'll do this with spoilers

Jacques, DC 15 Will to negate if you so chose to:

Sense Motive to try and figure out a setting that would put Jacques more at ease: 1d20 + 6 ⇒ (8) + 6 = 14
If he fails the will save after sleeping
Jacques dreams shift around him. He finds himself in a small room. There are windows, but they have heavy curtains. There are no doors. The walls are made out of wood, and the entire thing heaves slightly to and fro, as if it's on the sea. Sitting at a table is Zenj'ya, drinking tea from fine china.
"I can never get the taste quite right," he remarks. "I can remember the taste of it perfectly, but there was an art to it's preparation that I just can't quite figure out, even in my own dreams." He waves at the chair across the table from him, pouring a second cup of tea. "Please, take a seat. We have much to discuss about our imprisonment."

Ragnhild, DC 15 Will to negate if you so chose to:

Sense Motive to try and figure out a setting that would put Ragnhild more at ease: 1d20 + 6 ⇒ (15) + 6 = 21
If he fails the will save after sleeping
Ragnhild's dreams shift around her. She finds himself in a small room. There are windows, but they have heavy curtains. There are no doors. The walls are made out of wood, and the entire thing heaves slightly to and fro, as if it's on the sea. Sitting at a table is Zenj'ya, drinking tea from fine china.
"I can never get the taste quite right," he remarks. "I can remember the taste of it perfectly, but there was an art to it's preparation that I just can't quite figure out, even in my own dreams." He waves at the chair across the table from him, pouring a second cup of tea. "Please, take a seat. We have much to discuss about our imprisonment."

Sandara, DC 15 will save to negate if she so chooses to:

Zenj'ya has more difficulty shaping the dreamspace to the small meeting room that he had for the other two. He kept thinking of bedrooms, and other such things. Still, he managed to wrestle his mind into order, the only indication of his inner turmoil being the fluffy pillows on the chairs. Still, the effort prevented him from trying to guess what she might prefer.
"I did say that we'd talk later, no? Do you drink tea?" Zenj'ya offers a delicate cup. "Or do you prefer more traditional sailor beverages, like grog?" He reaches under the table, pulling out a bottle. "It won't effect you, it's all dreamstuff, but you can enjoy it all the same. Were you press-ganged aboard this boat as well?"


Zenj'ya:
Sandara is surprisingly unperturbed by her arrival to your dreamspace. "Some rum would be nice. Not the nasty crap they give us, but something spiced." Taking a sip once it's given, she smiles. "Not bad. Much appreciated. To answer your question, I was press-ganged with a few others about a week before you and the others with you."


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Sandara:
Zenj'ya nods, filling her cup with rum. He takes a long sip from his own glass, which still is filled with tea. "I see. So you bear no love for our good captain then? Do you plan to live the rest of your life under the thumb of such a man?" He puts his cup down and leans forward. "It does not seem to me that such a fate would agree with you."


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Zenj'ya:
Jacques opens his eyes warily, and looks around suspiciously. "Where am I?" he asks, in his heavily weighted accent. "Have I been abducted again? I warn you, enfwahray, we Bonuwat do not take kindly to enslavers." He looks at the tea but does not drink it, as if he suspects it is poisoned. "Who are you? You are one of those who were also-- how do you say, 'impressed' into service, way?" Realizing this, he slowly sits down, but still looks on his guard, like a cat in a cage. Examining his surroundings more carefully, he seems puzzled by what he sees.


Zenj'ya:
"I most certainly don't, although the options are slim to none at the moment. Captain Harrigan is much too powerful for me to challenge at this point in time. At some point, though, I'm sure there'll be an opportunity for me to leave. Perhaps when the Wormwood puts back in port."


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

Dreamscape:

A dreamscape? Ragnhild focuses on herself and is wearing a combination of black leather armor and a breastplate emblazoned with Gorums crest, bearing a Great Axe.
She seems to be somewhat aware of how dreamscapes work, and is able to change her appearance, but perhaps only into shapes that she once had.

Ah much better then the dregs I wear in reality. She says.

Interesting, your ability? Hmm, If you were a Paijanai you would not be imprisoned, so I shall assume you are not.
A devotee of the Ardent Dream could do something smiliar, or a Desnan, or some other things as well...
I am Ragnhild, I was a warrior of Sarkoris, and a Teller of her stories as well, that was before I got exiled for manifesing demonic abilities.

As she says this, her Shadow sprouts wings and horns,
I am not yours She snarls at the shadow, and the shadows wings recede.

Our choices are mutiny, or absconding during a landing or port visit. In either setup, our best bet is to gain allies, increase our abilities and figure out faultlines amongst the crew. Given the leadership displayed so far, there will be many faultlines to be exploited by us.
I can fight in any frontline, support my allies with totems, and heal using my songs, assuming the effing dwarf lets me. I do however need my weaponry to actually fight.
She wistfully looks at her greataxe.

Kn. Planes/religion DC20:

Paijanai are powerful Demons, the Ardent dream is a nascent but rather well known Demon Lord. She clearly knows a few things about Demons, but you would expect that Sarkorians who fight Demons for a century will know a fair bit about them.


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Jacques:
Zenj'ya begins speaking in polyglot. If Jacques doesn't speak that, he'll say it again in common."Peace my friend. I know of the Bonuwat; I learned how to sail from them. I am of the jungle Zenj tribes, Zenj'ya is my name. This is my dream. I have brought you here to talk to you about our current predicament in a fashion that our captors cannot overhear us." As Zenj'ya talks, he falls back into the accent of his home tribe. "I was pressed into service as well. I would rather not be."

Ragnhild:

Knowledge Plains: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
"I do not know what a Paijanai is, but I take it they are dreamweavers? I bear no love of demons, the peoples of the Mwangi have been harangued for far too long by them. As long as you can keep yours under control, we will have no problems." He sighs. "Long have I desired to sail aboard a free ship. This seems an opportunity to seize one for ourselves. Lawless brigands without honor such as these hardly seem deserving of such luxuries, no?" He continues to sip his tea as he considers what Ragnhild said. "I do not think our captors are cunning enough to place a spy in our midst; why would they have any reason to suspect us? I trust that your capabilities are what you say they are. We will have to find your belongings. If needed, we can store them in this dreamspace. Sandara Quinn, the rather attractive redhead already returned my ring to me, perhaps she might be able to aid us in your armor and weapons. If absolutely needed, I can make you a wooden axe. Are we in agreement here?"

Sandara:
"There are others who's mind I have touched in the same way as yours that feel less inclined to leave peacefully. I am in agreement with them. A free ship of the Shackles should be free." He pauses, hoping he hadn't said too much, then decides to press on. "You seem a good soul, and a good sailor. I would not have you stand against us, and as you returned my ring to me, I am indebted. If scheming against the captain would inconvenience you, I will have us wait until you depart the ship. But," he continues, "I would much rather have you by our side. What say you?"


Zenj'ya:
Sandara gives you a playful wink. "No need to worry about me. I'll be on the winning side. You can count on that."


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

Dreamscape:


Paijanai are the opposite of dreamweavers, they are vicious demons who corrupt dreams into nightmares, and hunt anything that moves in them. They would be foes far beyond our capabilities to fight at present.


I am of Sarkoris, we are at war with the Demon Lords Baphomet, also known as "Goatface son of Dogtits", and Deskari, also known as "the completely replaceable one", we cannot afford additional foes from the Abyss in our current situation.

Let us reconvene later, our priorities should be to find possible allies, the redhead will not be the only one with issues concerning leadership.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Zenj'ya:
Jacques visibly relaxes somewhat as Zenj'ya speaks in Polyglot. He responds in kind. "Ah. What would you know of me? Am I unhappy with my situation? Way, of course I am. Would I participate in a mutiny against the captain? Way. But I do not know how such a rebellion, if it would succeed or not, non? I think it is better to wait for now, bide my time, and endure the indignities put upon me until I can take my revenge. I will not forget what they do to me, nor will I forget those who help me." He looks at his empty hand. "They have taken my weapon, the fine estoc that Granddam Lacrimoisi left to me. Once I recover that, none of these encoolays may stand against me."


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Jacques:

Zenj'ya feels a kinship with this man. He echos many of the same sentiments that Zenj'ya feels in his heart. "I suspect there are others like us. Of course we shall endure, but we shall also scheme. We are free men in this place. They cannot take our dreams from us, and in dreams we shall plot their downfall." He stops to think. "You are better at talking to people than I am. I am afraid that if I am the recruiter for our little endeavor, they will not trust a veiled witch. I will find your estoc for you if you agree to use your position as ship's cook to find others to aid us."

Ragnhild:

"There are others. I have already begun reaching out to them. Do not speak of this in waking hours, unless there is no other option. Dream of me again tomorrow. Are we in agreement?"

If yes
He nods. "Tomorrow then," as the dreamscape fades away to more normal dreams.

Sandara:

"Are you not confident that those who act against the captain will be the winning side? With your help, it could be so. Tell us who to approach. Tell the chef's new assistant who he should be speaking to. That at least should be easy enough. And I would be twice-debted to you."


Zenj'ya:
"I'm afraid I don't know you well enough to know your preferences," Sandara smiles. "Everyone's got an angle, after all. I mainly just keep my head down, but if I hear anything, I'll be happy to share it."

Unless you go out of your way to piss her off, Sandara's your one guaranteed ally. Literally everyone else (except for Harrigan, Plugg, and Scourge) can be won over with time and effort. Some are obviously easier than others, and it's rare for everyone to become an ally. Each time I've played/run this AP, the final crew list has been different. XD


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

I've figured out why she's blue :)


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Zenj'ya:
Jacques listens to Zenj'ya, his attitude slowly thawing. He nods. "Bonmohs, I agree. As you say, I will bring others to our cause." He looks around at the dreamscape in wonder and apparent annoyance. "I do not like this place, but I cannot tell you why. It creeps under my skin. But I can endure. You, you wield powerful magic. This, I respect. Return me to my own head?" He starts to command, but changes this last to a question at the final word.


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

Ready for the next day.


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Jacques:
"Of course. Friend." The dream fades out, the last thing to vanish is Zenj'ya's smile.

Sandara:
"Thank you for your... candor. I'm sure that we will speak again, if not in dreams, then in waking. Leave at your own pace." When Sandara turns, a door has manifested in the cramped wooden room.

[ooc]Ready for the next day![/spoiler]

Zenj'ya wakes up with a headache, after all, he had three complete strangers tromping around in there most of last night. Nevertheless, he feels invigorated, ready to start the next day.


Day Two: Day
You awake shortly before morning roll call. As you prepare to climb on deck, four of the crew move to block your way. "Going somewhere?" Fipps chuckles. The other three crack their knuckles or otherwise make threatening overtures.

I've added icons to the Wormwood map. It's editable, so feel free to move around and such. If you react with violence, I'll need an initiative roll.


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

You do not know our capabilties, a more prudent predator would study before making a strike. Let me tell you something to make things more "fun" in this regard: My kill count is 1 Schir, 1 Abrikandilu, 4 dretches all of them for being demon-f*&+wits, 6 Baphomet Cultists for worshipping f+$!ing goatface dogtitson, 2 dumb idiotic Barbarians from my own tribe and an inquisitor of Iomedae, for thinking I am a demonworshipper because I am too good at killing. Admiddetly, I had my weapons and armor for all of the demons and for the idiots, but half of the cultists I killed without using them.
Although my Lord in Iron does approve of random violence for no reason whatsorever, I am uncertain if Mr Plugg and Mr. Scourge approve of you needing new faces for no reason and/or turning up late to work.
Eh, your move.

init if neccessary: 1d20 + 1 ⇒ (11) + 1 = 12
Piss off (influence): 1d20 + 7 ⇒ (14) + 7 = 21


Jacques narrows his eyes at Fipps. "Get out of my way," he says menacingly. "You will not like what happens to you if you do not," he adds.

Initiative (if necessary): 1d20 + 6 ⇒ (18) + 6 = 24
Influence (if this is Influence to intimidate him into backing down): 1d20 + 7 ⇒ (12) + 7 = 19
Mental Maneuver Bonus (BAB + CHA, if this is something else): 1d20 + 4 ⇒ (17) + 4 = 21


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

Ragnhild very casually looks at her nails as she speaks.

As if deciding wether to claw or smash people into bits.

With the Piss off I mean make them piss off, not piss them off


HP:7/9|AC:12 T:12 FF:10|Fort:1 Ref:2 Will:4(6 vs enchant)|Init:2|Perception+5(constant detect magic)
Resources used:
10/11sp

Zenj'ya decides to play dumb. Adopting broken common, he says "Go to work, ya?"


PC Initiative: 12 + 24 + 1d20 + 2 ⇒ 12 + 24 + (9) + 2 = 47
Opponent Initiative: 4d20 + 8 ⇒ (14, 14, 16, 1) + 8 = 53 (average 12ish)

Fipps looks intimidated by Jacques' quiet confidence but obviously has no idea what Ragnhild is referencing. He's clearly not particularly knowledgeable about either demons or Baphomet. Despite your lack of fear, the four of them outnumber you - and Zenj'ya appears to be a pushover, so it's technically two-to-one odds in their favor. Looks like punches are about to be thrown....

Due to a high pre-roll, Jacques gets to act first. Then the four crew will go due to higher DEX modifiers. Ragnhild and Zenj'ya will finish off the round.


Female Humam Barbarian(Rage Prophet)1/Bard 1 Gestalt AC15/14/11 HP14/14 Fort:4/Ref:3/will2 Ini:3 CMD15 CMB4

Effing idiots Ragnhild states.
I probably need to give lessons in Demonology.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques, sensing that while Fipps might step aside for him, the thugs are unlikely to let the rest of them go, fixes an evil glare on the towering bully and draws upon his dark connection to the netherworld. Spiritual black waves immediately wash over his opponents as he briefly concentrates, though somehow they do not affect his allies.

Let's start this off with a bang, shall we? Jacques channels negative energy to harm the living as a standard action, using Selective Channeling to ensure that Ragnhild and Zenj'ya are not affected.

Channel negative energy, Will DC 13 for half damage: 1d6 ⇒ 2

Jacques then gestures quickly with his hand, and his eyes turn white. Strange ethereal moaning can be heard in the distance. Another version of himself appears beside him, moving in the opposite direction from him to throw off attackers. Then he walks forward to stand directly in front of Fipps. "Stand aside," he says, and he spits at Fipps's feet.

As a swift action, Jacques spends a spell point to perform a trick, a Defensive Decoy, using Talented Trickster. The decoy lasts only one round, but anyone attempting to attack Jacques must succeed at a DC 13 Will save or suffer a 50% miss chance. Then he uses his move action to walk forward.


Jumping straight to lethal attacks, are we? That'll definitely modify the encounter a bit. XD

Will: 4d20 - 1 ⇒ (19, 7, 19, 4) - 1 = 48 (18, 6, 18, 3)
All four pirates shudder as Jacques's dark energy washes over them. Fipps and Tam seem more angry than hurt, Jape (surprisingly) looks resigned, while Syl actually appears to enjoy the sensation.

Fipps pulls out a dagger, and Jape promptly turns and heads abovedecks. Fipps immediately tries to stab Jacques...
Will DC 13: 1d20 - 1 ⇒ (10) - 1 = 9
Miss Chance: 1d100 ⇒ 45
... the wrong Jacques. He stares in confusion for a few seconds.

Meanwhile, Tam heads directly for Ragnhild, drawing a hatchet from his belt as he moves. (Jacques is currently unarmed, so this won't provoke an AoO)
Attack: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Syl hangs back, watching with interest.

Ragnhild and Zenj'ya are up. I'll take a moment to remind you that Captain Harrigan expressly forbade killing. You're free to ignore this, of course, but it (along with the time limit) makes for an additional complication to this encounter. XD

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