HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
As the monstrous humanoid clambers onto the boat right next to him, Robinton's eyes suddenly go wide as he interrupts his whistling for the briefest of moments - long enough to yell, "Oh no, the Sahuagin have found me!", before continuing his whistling and whipping out one of his daggers to attempt to add one more wound to the now-heavily wounded creature.
However, his dagger no where near makes it to the mark - instead, he loses his balance at the last second and his dagger ends up cutting into the boat at the Sahuagin's feet.
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Dagger Attack:1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9Miss Also 10 points to those who recognize his quote. :P
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
"Aye, let the women do the fishing, they're obviously better than it than we are. Lets get moving then!" Robinton risks angering the two dangerous women sharing the boat with him with his statement, but gets to rowing none-the-less, continuing to whistle as he does so.
Despite his valiant efforts trying to organize Osir and Mabelode into rowing together, Robinton isn't able to get the ship to move any appreciable distance - the three burly men are helplessly disorganized while the two other crewmates stab and spear the sharks trying to gnaw on the ship.
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Diplomacy Check:1d20 + 5 - 10 ⇒ (20) + 5 - 10 = 15Apparently the men can't row the ship themselves with the sharks' distraction. XD Free Action: Continue Inspiring Courage (6 rounds left)
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Leaning away from Caerlei as she shows off her ability to procure sharp bits of metal from her body at will, Robinton quickly shakes his head from side to side. "Nope, no objections here. None at all." His eyes show that he is indeed, quite terrified of the insane woman and does his best not to cause her ire.
Getting in line with the others, Robinton quickly begins rowing.. wondering all the same if he prefers Plugg's company or this woman's. He hasn't decided yet..
Gameplay post coming very shortly on the heels of this post.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Busy throughout the day, Robinton attempts his best not to piss anyone else off, seeing as some of the crew apparently had it out for him and the other new crewmembers. Although he and the others had handled the conflict amiably, he has a gut feeling that wasn't the end of it.
Luckily, the day's job for him, catching rats, keeps him very busy. Although not work he's particularly fond of, its a job he doesn't have to share with any of the bullies that confronted him and the others earlier. Compared to them, even the goblin seems like good company, as the little beast is usually too busy stuffing itself with all of the spiders, rats, and cockroaches it gets a hold of - and it proves to be an expert at its job indeed.
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Daytime Action: Work Diligently Rat Catcher:1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 11
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
"Ugh!" Robinton grunts as he's shoved back into a hammock. After Fipps threatens the group, Robinton replies, "Heh, I've got just the thing!" As the two groups look to get ready to attack, Robinton steps back and begins whistling. He whistles a jaunty tune to help bolster those he considers allies, while simultaneously mocking his opponents.
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Starting Location: E7 Move to D8 Standard Action: Inspire Courage Ending Location: D8
Allies gain +1 Attack and Damage
Caerlei, if you attack this round, you don't get that bonus, as his action was behind yours, though every round after you gain it as well.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
"Well lads, I'm exhausted, so I'm turnin' in early tonight. I'm so tired even a storm couldn't wake me.." Robinton, not having anywhere to store his alcohol right now, quietly tips the contents of his mug overboard when a particularly big wave hits the boat. The sound of his rum hitting the water goes unnoticed.
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Sleight of Hand to dump Rum Ration overboard:1d20 + 3 ⇒ (19) + 3 = 22
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
They call this food? Robinton pokes at his 'stew' with a spoon, trying to find something edible in the slop. I've seen swine meant for the slaughter eat better than this.. theres an unscaled fishhead with its eyeballs in this.. and.. what is this? Robinton finds something underneath the surface and scoops out a small dead rat, half of its fur missing and not even cooked. "Well there goes what little apetite I had! Luckily sitting on the railing of the main deck, Robinton is easily able to discard his food overboard. Maybe the fishes'll like this slop better. Hopefully tomorrow they'll have something edible.. don't know why I'm getting my hopes up, though. First day has already been hell.. my muscles are killing me.
Having tossed his bowl overboard with a quick motion of his arm, Robinton takes a wiff of the rum he was given. Instantly, the inside of his nose feels like it's on fire and he chokes from the staggeringly strong smell. Well, its not wine, thats for sure. Seems like it's strong enough to burn a hole in my liver.. wonder if one of those guys'll care for my ration? Robinton glances over at the other new recruits conversing amongst themselves over on the poop deck and decides to join them.
"Ahoy there!" Robinton waves as he walks up the stairs to the poop deck. "Name's Robinton.. since we're all new here, mind if I join you?"
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Don't forget to include what you did with your rum ration before you do your nighttime ship actions.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
You guys are free to roam around the aformentioned areas for dinner/leisure time. Crew Berths, Main Hold, Main Deck, Foredeck, and Poopdeck. So you can eat dinner in any one of those places if you wish.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
After the Bloody Hour is over with, the crew is called to the main hold, outside of the galley, by Fishguts. All of the crew, minus the officers, are given bowls of a thick, grey colored slop that reeks of fish and various unrecognizable odors; the smells mingle unpleasantly, and the 'stew' has large chunks of fish in them, some of which are poorly descaled. In addition, the odd fishhead can be spotted in some crewman's bowls.
Behind Fishguts is the muscular half-orc woman, known to be the Quartermaster, who walk around with a bucket full of alcohol - Shackles Rum, as it were. Each crewmember is given a half-pint of the staggeringly strong stuff, and those new onboard are told they're required to drink their Rum Ration, or face punishment.
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During dinner and after dinner, you are free to roam around the crew births, main hold, main deck, and foredeck/poop deck as you wish; Exploring it in detail still requires a ship action, however. Each of you gets one night time ship action and may take up to two 'late night' ship actions, as per the campaign tab. Do be warned that there is a night watch out, as one of the officers is keeping an eye on things updeck.
You're free to Rp amongst yourselves now, and are basically free to stay awake as long as you are sober enough to stay awake. Extra Rum can be asked for, though you'll need to make a fortitude save when you drink the stuff. You can try and dump it with a stealth or sleight of hand check, as well.
After dinner, various pirates are playing 'pirate games' as well, and as a ship action you may join in one of those. These include arm wrestling over barrels of glass, 'Hog Lob', where you lob a greased lead bar (in pig skin) the furthest, or 'Heave', a deadly drinking game using Shackles' Rum.
What I need from you guys is: What you're doing during dinner, where you're at during dinner, and what your nighttime ship action(s) are. Do be known, that if you need a certain amount of rest for spells, you need to go to bed early as your nighttime action to get enough rest to regain those spells. Normally, you can wake up early enough to prepare your spells in the morning before work begins, even if you don't go to bed early.
This is all a bit confusing at first until we get the hang of this, then the days should go by faster. If you have any questions just ask!
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
I'm going to be moving us onto the Evening on monday guys. I don't think this week should be as troublesome for me, so hopefully we'll be seeing more action! :P
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
<< Exp Reward for successfully completing your first day of Jobs! | XP Reward: 100 xp to each character >>
As dusk approaches after a long day's work, the ship's bell rings, signaling everyone onto the main deck. Throughout the day, something called "The Bloody Hour" has been mentioned numerous times; This time of day, right before the evening's supper and leisure time, is where all punishments are to be met out. That time is now.
<<Main Deck of the Wormwood | Dusk | Clear, Warm |Moonday, Desnus 11th, 4713 AR | Day One>>
"Hurry up you lazy sods, lets get this done!" Plugg's voice can be heard yelling as usual as he waits for the crew to assemble around the deck. Harrigan, and numerous other crew members not seen working as swabs or riggers throughout the day, stand on the Poop Deck. One, a slightly older, though still beautiful, red-headed woman covered in tattoos, stands the closest to Harrigan; She seems to be the sort to stay indoors quite often, and doesn't look the part of a rugged pirate. To the side and rear of her is another woman who is nearly her opposite; darker skinned, muscular, with rugged and unattractive facial features, and a peg leg; Her perpetual scowl makes her that much more unattractive. On the other side of Harrigan, an extremely young girl, no more than 15 at most, stands and watches the newcomers curiously. The other standing about the poopdeck seem to be more afraid of Harrigan, and stand further away from him; These include a wild-eyed man who bears numerous burn scars, a slightly older man with only patches of hair left; and a man wearing an apron covered in what looks to be blood and sawdust. These are the officers of the Wormwood.
As the crew finally gets in place, Plugg steps up and addresses the crew, "Let the Bloody Hour commence! Scourge, go get the filth from the bilges." Scourge, followed by two of his cronies, head below deck and return a minutes later dragging along a scrawny, weasely looking man soaked nearly to the bone from spending the night in the bilges.
"Jakes Magpie!" Plugg says, "Yesterday you were caught stealing from the Quartermaster's store, aye?"
The man, still sopping wet and being held fast by Scourge's cronies, look Plugg in the eye and simply says, "Aye."
A wicked sneer appears on Plugg's face before he speaks again, "Stealing from the Quartermaster's store is a grave offense here on the Wormwood! For that, your punishment is to be keelhauled!"
At that, Magpie's face turns to a look of object horror, while some of the crew cheer excitely. His eyes widen considerably and he opens his mouth to protest, but before he can, Scourge comes up from behind and gags him with a dirty cloth. Although Scourge's two cronies keep him held, Plugg himself ties Magpie up and forcibly drags him to the edge, where they've already looped a rope underneath the ship. While Scourge's men set him up on that end, both Scourge and Plugg go to the other side the ship and prepare to pull their end of the rope.
Magpie's muffled scream can be heard for the short distance it takes him to fall into the water. As soon as they hear the splash, Plugg and Scourge pull slowly on the rope. All of the crew remain deathly silent, and the faint sound of something dragging against the underside of the hull can be heard.
Just over a minute later, Scourge and Plugg finally fish up the remnants of Magpie; What's left of him can barely be called humanoid, let alone human. His clothes are all but ripped off along with much of his skin, salt water thoroughly soaking the wounds; Both of his eyes have been sliced open by the sharp barnacles, and blood flows in streams down his entire body. Even the most inobservant person can recognize that this man did not survive.
His body isn't shown to the crew for long before Plugg and Scourge throw the man overboard to feed the sharks. Plugg then wipes his bloody hands on Scourge, who gives him a confused look, before speaking, "Well, now that's taken care of, Scourge, Krigger and Chumlette are due for a rope bash for slacking off at their duties! See to that, then supper!"
The next two punishments are far less exciting than the keelhauling of Jakes Magpie; Two men, one of which was one of the men who helped hold Magpie, the other being the tall blond man, are both hit in the back once with the large, blunt end of a rope; Barely a slap on the wrist compared to even the whip, though each leaves a large red mark on the mens' backs.
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I'll let you guys have a chance at reactions before I move to supper and leisure time/nighttime ship actions.
Caerlei:
You were able to quickly take a look at Magpie from a distance before he was thrown overboard after having been keelhauled; His cause of death was not, in fact, the shredding - He drowned after having gone unconcious due to the damage. (He took 24 damage)
Runolf:
Plugg seems to have enjoyed that keelhauling a little too much; more than is appropriate of his station. You wer eable to notice that he pulled on Magpie's rope with great relish as the poor bastard was being keelhauled. He took great enjoyment in that man's suffering.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Throughout the day, as Caerlei teases and torments Fishguts, she finds that he seems to be relatively unphased by most of it. She gets the impression that he's already quite used to such treatment, and he takes it in stride. Her attempts to flick her tail across his leg are met with no reaction, not even a twitch, despite the scratches she leaves. Her attempt to assert herself into a position of dominance in the kitchen, however, is assured, as Fishguts seems to be a relatively laid back individual and actually seems used to the treatment.
During her description of the more brutal methods of torture and maiming, Fishguts mentions that Captain Harrigan's quite well known for his brutal methods as well, and has been known to prefer the capital punishment known as 'Keelhauling', a common, but brutal, method of execution in the Shackles, where the person in question is brutally maimed by being drag across the barnacles underneath the ship, until they are shredded into ribbons. He mentions it might be best not to mention the 'Blood Eagle' in earshot of the captain, as Harrigan might just decide to try it on her, to see how much he likes it.
Overall throughout the day, Fishguts focuses on his work combined with drinking, with occasional comments back to Caerlei.
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Intimidate success, though Fishguts shows to be used to such treatment. Also success with your daily jobs. I'll move us to night sometime later today.. I've been up all night and I'm about to fall asleep.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Indeed! I've a messed up sleep schedule so I just woke up, though, so gimme a bit! :D (Gotta think at wtf Kroop's gonna do in reaction to insane Caerlei..)
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Alrighty, now all we need to do is wait for Caerlei for his post, and we can move on to the night. Not going to rush you guys anymore, though, since stuff's been busy. Even if I am an impatient bugger.. XD
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Runolf, checking the doors to the Captain's Cabin quickly and discretely, finds that all of the doors into the cabin are locked with Superior locks; In addition, the door to the middle hold seems to be trapped, even. Unsurprising that the captain would need to lock and trap his doors from his own crew on this sort of ship.
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The Entrance to A5a is actually in A5, and you find that the doors to A5 on the main deck are locked up tight. Theres a third entrance from A6, which you also found to be locked and in this case, trapped.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Alright, Sareivat, Runolf, since I've caught up myself with Robinton's post, putting up the ship's map, and doing the crew's jobs for the day, I'm going to give you guys until sometime tomorrow to post, before I post for your characters. I don't want us sticking too long on the first day, as there are three more in-game weeks of this, and if we spend a week on each day.. you can imagine how long that'll take. :P
Caerlei, I'll give you one extra day for yours, since yours is a little more detailed than the rest of theirs, though the sooner you can get your post done, the sooner we can get going as well.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Runner? Great.. well, at least its a good way for me to get to know the layout of the ship better, and learn who everyone is.
Throughout the day, Robinton runs around the Wormwood, passing messages and orders to and from Plugg and the other officers. He's basically Plugg's personal b#&+&, as the first mate gets to yell at him constantly all day. Then again, Plugg yells at everyone, so Robinton's only taking the brunt of it due to his proximity to Plugg. By the end of the day, the constant running, climbing up and down stairs and occasionally the rigging, and passing orders to and from people takes its toll on Robinton, who ends up being thoroughly fatigued.
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HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Wait for the night actions - I want everyone to finish their day actions first. The reason is, is because of what happens right before supper and the night off. You'll see!
Depends on the gamble itself - The ones normally available by the book are: Arm wrestling (over a barrel covered in glass and knives), Hog Lob (Throwing a lead bar covered in greased pig skin, to see who can throw the furthest), or one I can't remember the name of right now, that's basically a drinking contest.
And as for the ship actions, some people like to shorten them, but I'm planning on going for the entire three weeks or so, so you will definitely get into the feel of being part of the crew. :D
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Gotcha, I just wanted to make sure it wasn't my DMing :P If it is/was, I'd definitely want to know so I could fix it if necessary. I've honestly been a bit occupied with Minecraft lately meself.. so I understand.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Following Caerlei's eyes to his chicken, Fishguts beams with pride. "Ye like 'er? This is me priz'd bird, Black-'eart'd Bezbel. She talks to meh, she does. What is that, me love?" He looks at the chicken, and seems as if he is.. listening.. to it for a moment, before taking what looks to be a piece of fish out from his pocket and feeding the large chicken. "She likes ye too, lass. Ah, right, ye be me new ass'snt, aye? Well, best ye be learnin' the ropes, then." Waddling around the galley, Fishguts describes the duties of the cook and cook's assistant, everything from fishing almost daily, to cooking the evening's meals, consisting mostly of fish stew. He seems to know his way around the kitchen like an expert, despite its mess.
Part way through the tour, a muscular half-orc woman with a nasty scar along her neck comes into the galley from the same room Fishguts was in earlier. "Kroop! Why haven't you given the crew the morning biscuit yet? And what the blazes is that damn hawk.. thing doing in our quarters? Its going nuts in that cage, trying to get out. Either kill the damn thing or free it, before I kill it myself." She speaks with a very rough and deep voice, and then realizes theres a new person she does not recognize in the galley. "Ah, the new recruits eh? This one your new assistant, then? Well, since you're showing her the ropes, I'll give the sods their breakfast before they start cannibalising each other up there." She eyes Caerlei a moment, noticing the tail and other oddities about the woman, before getting a basket and filling it with biscuits, then heading updeck.
After she's gone, Fishguts begins talking about the ship itself, rather than the cook's duties. "It's poison, this ship, but don' let anyone 'ear ye say it aloud. The 'ull listens, see, and the cap'n 'ears it all. Poison the Wormwood is, though, rott'n to the core. Ye'll not meet a more nasty, sour piece o' work than Cap'n 'Arrigan in all your days at sea, and 'is crew's the same, 'specially the first mate, Mr. Plugg. Viscious little sod, 'e is. 'E'd take 'is own mother's liver to the butcher to make pies with, 'e would. But they leave me alone, mostly. They know I can't 'arm 'em."
With that, Fishguts gives Caerlei her day's job: Catching fish for the night's supper.
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Cook's assistant's duties will be up on the campaign page shortly. Caerlei, as the cook's assistant, you are allowed the day/night actions just like everyone else. If you wish to search the galley for anything of value, you need to take a day ship action to do so, just as if you were exploring any other place.
I'll be getting the ship's map up shortly, along with rolling for the crew's jobs and day actions, before doing Robinton's actions. And then I'll be off to finish watching that hilarious episode of Kitchen Nightmares, with the one in Scottsdale.. as its only one city over from where I live. XD
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Just to make it clear guys, you don't have to wait for Caerlei to post before doing your ship actions. This is all going on relatively simultaneously throughout the course of the day. If you're waiting on the ship map, then my apologies, I'm going to get that up today.
Still waiting on ship actions/job rolls for:
Runolf
Sareivat
Robinton (Heh guess I also have been slacking off!)
And Caerlei's still having her job be introduced. If you guys want detailed descriptions on what your job is exactly, I'll have to do a bit of research, but I can find that out for you, as the info I put on the campaign tab is what they gave me in the book.
I hope I'm not doing anything to make you guys bored with the campaign.. if I am doing anything you guys dislike, just let me know! I take critism very well.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
"You be one of dem 'Caldaru', ya? Tha's what I be meanin' by ya kind. I used ta work in ta slave trade with mah own kind.. could smell tha Caldaru from a mile away, ya kind be strange ones. But I be seein' ya not the type ta be messed wit, so I be leavin' ya alone now."
Although little impressed by Osir's attempt at flexing in his shirt, Shiv does get the hint that Osir is up for a fight, something Shiv seems to be not interested in getting into, despite his previous statement with the daggers. Even though he looks to be avoiding a fight now by going back to work, he occasionally peers back at Osir, keeping a wary eye on him. He also does not seem to have taken any recognition to the name Korzar, showing he either cares little or does not know the name, despite the name's fame.
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Intimidate check Succeeds! Shiv is still Hostile to Osir, but has backed down on his previous threats, and knows Osir is not someone to be messed with.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Hm I dont' believe you are able to, no. I'm not 100% positive on this, so I'll look it up, and let you know the answer when I find, or, if I can't find an answer, I'll give you a guesstimate of what I think it should be.
And don't worry about the strength check - technically, that would've been part of the Intimidate check (Unless you were trying to rip your shirt, then you failed), which you succeeded on.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
The tall Mwangi man snorts when Osir begins talking to him, and continues his work as he speaks.
"Mah name be Shiv, mon. I joined willin'ly, Harrigan's a good cap'n. Now ya best be gettin' back ta work before one of dese dagga's be found in ya back, I don' like when people bother meh when I be workin', especially not ya kind." He throws a squeaking rat overboard as he says that, almost as if he was throwing a knife out to sea. The poor thing flips end over end until it finally hits the water a little ways out.
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Diplomacy Fail, and Shiv's attitude towards Osir has fell by one step to Hostile.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Congratulations Osir, you just made a new friend. Well, if you consider someone wanting to stab you a friend. :P I'll get the post up soon..
Also, once you've met all the crew onboard, I'm going to put up a spreadsheet showing everyone's attitudes towards each of you. So far, they have the same attitude with each of you, except the Mwangi, who is now hostile to Osir, as he failed his check by more than 5.
I'm also going to be rolling for the crew soon, as I manually roll for their jobs and if they take any ship actions besides working dilligently.. so you guys may see a buttload of rolls soon.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Ah I did not mention anything in regards to your whistling, my apologies. However, nothing appeared to happen, as far as you are able to tell. Forgot to mention it. You heard no call back, and saw no glimpse of the Osprey.
Shirk does not give you an extra action, but it is an action itself; it gives you more time to explore the ship, and instead of simply making a quick check, you can take a 10, potentially doing better on your roll.
Exploring the ship is finding it's potential secrets - things that you might be able to steal (For the rogue-types) or discover discarded items. Honestly its very rogue-oriented in that regards.
I'm going to be putting up a general map of the ship that is common knowledge soon - so you can choose to explore certain parts of the ship, such as the Galley, the Main Hold, etc, or even try to break into the officer's quarters.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Scourge, recollecting himself at Caerlei's touch, throws off her arm and gives her a glare, easily recognizable as part seething hatred for embarassing him, and part lust and temptation. He immediately heads below decks, expecting Caerlei to follow him, through the officer's quarters and past the large chained man, whom Scourge kicks hard in the side to get him to move off of the stairs. The man yelps like a scared dog and sprawls onto the floor, out of Scourge's way. A handful of small crabs, some still alive, others half-eaten, tumble to the floor. It seems the large man was eating them raw and alive. A few small pigs have escaped their holdings and run amok in this room as well.
Scourge continues walking, a loud crunch being heard as he steps on a live crab, splattering its innards, and heads to a door on the other side of the hold. As he opens it, the smell of alcohol and other substances can easily be smelled, and he holds it open for Caerlei while yelling at someone inside.
"Oye, Fishguts! Ye better not still be asleep, ye lazy sod.. got ye a new b%# to help ye cook!" He looks at Caerlei, his eyes still glaring at her, "Ye be the new cook's mate. A woman like ye should know her way around the galley!" He laughs, then spits at Caerlei's feet as she enters the galley - or what should be the galley. However, the room is filled with so much clutter, it can barely be called one. Pots and pans litter the counters, knives are all over the place, some stuck in the wood, others laying around haphazardly, along with a frightening array of meat cleavers and nearly every utensil imaginable. Barrels of food and spices crowd the walls, and the mingling smells of spices and rum is nearly overwhelming. The stone stoves are lit, and cauldrons of liquid of a rather disgusting color and odor sit bubbling. On one wall hangs numerous harpoons and a well-made grappling hook, still tied to a length of silk rope. Sounds can be heard of a large body moving around in a room adjacent, like grunts of someone trying to get out of bed.
Scourge does not linger around, and leaves after closing the door behind Caerlei, heading back up deck. Moments later, a short, rotund, middle aged man with a black chicken on his shoulder enters the room. He exudes an air of neglect, perhaps even despair, from the bushy tufts of black hair behind his ears, to his rotting teeth, to the filthy stains on his apron; those of sweat, stew, and other substances. He walks with a wallowing waddle, and looks to be already drunk.
"Why 'ello lass, who be ye now ag'n? I 'eard Scourge yellin' somefin' about 'elp with me cookin'?"
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
The half-orc, currently scrubbing the deck with apparently little difficulty, despite the size of the holystone he's using, stops and looks at Mabelode when he is spoken to. He grunts and opens his mouth wide, showing the stump of what used to be his tongue, along with what few of his teeth he has left, all rotten and yellow from decay. His breath can be easily smelled, even feet away. He then grunts and goes back to his work, unimpressed by Mabelode's attempt at communication.
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Diplomacy Failure. You've learned that he's a mute, as well.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Alright guys, jobs and ship actions are up, excepting Caer's job (waiting for his response). Let me know what you wish to do either here or in the gameplay thread, and if you have any questions let me know. Make sure you choose your ship action first, in case you choose one that might affect your day's job!
For influencing NPCs, first you of course need to know who you can influence! So for now, until you get to know more people, I will tell you what other crewmates are working jobs similar to yours, and if you wish to talk to them, you can - eventually you'll at least know everyone, so you can attempt to influence anyone, regardless of what job their working at the time. And since there are so few Riggers, I'll let Runolf know all of the other riggers, although you guys must still find out their names :P
Riggers:
A Ratfolk with long arms, carrying a pistol in his belt
A Dwarf with a freakishly long nose, known to be friendly with Scourge
A Rahadoumi man, who usually has a scowl on his face. Known to be friendly with Scourge
A tall, beefy, blond Ulfen man carrying numerous axes, one of the other recruits.
A shirtless Chelish man wearing studded leather pants and a massive brass codpiece.
Swabs: (Day 1's Jobs)
Other Runners: A ragged male gnome with one eye.
Other Haulers: A beautiful red-headed woman, one of the other recruits.
Other Swabs: The Elf and Half-Orc from earlier, known to be friendly with Scourge.
Other Rat-Catchers: (Lots of these on Day 1)
A Monkey Goblin, known to be friendly with Scourge; carries no weapons.
A Mwangi man who carries numerous daggers in plain sight.
A Cat-Folk, who looks to be similar to a humanoid panther.
A younger human, who carries numerous scrimshawed bones hanging from his neck.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
As Plugg yells at the group to get to climbing, Robinton immediately sets off to climb, as he doesn't wish to piss off his new employers - He's already pissed off one of them, and he doesn't wish another lashing like he had earlier. His back still smarts horribly from it, and he wishes now his shirt wasn't covered in his own vomit. The day's already been starting off fantastic. Hopefully it can't get any worse.
When the exotic metal-scaled woman began to tease Scourge, Robinton thought to himself, Well, that woman's got balls of the same metal that tail of hers is made of. I wouldn't want to risk pissing off those two.. hopefully the lash doesn't hurt her as much as it hurts me. Best just to keep a low profile..
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"Your other labors, eh?" Plugg steps in and speaks in behalf of the for-once currently tongue-tied Scourge, "Your expertise, eh? Considering that in the time it took you to tangle yourself in the rigging and confuse this poor sod here," He jerks his head towards Scourge, "the other new crew are already well on their way to the crows nest. Yes, I've a job for your skills. Scourge! Put yourself back together and lead this wretch to Fishguts. He'll find a use for her talents," he says with a sneer.
Meanwhile, the rest of the crew, some of who were at first busy cheering or egging on the climbers, began to listen to the conversation down below between Plugg and the exotic woman. A few cat-calls were thrown out, and many of the sailors were snickering at Scourge's embarassment of the situation. The victory of Runolf, having first reached the crow's nest, was all but missed by everyone except Plugg, whose keen eye caught the winner.
"You! Red! Looks like you're the new rigger. The rest of you sods get down here! You're all swabs! I've your first day's tasks ready, and Grok'll be up shortly with your morning biscuit. The rest of you! He waves his hand at the rest of the crew, "You already know your jobs, so get your sorry asses to work and stop gawking!
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Daily jobs! Each day while aboard the Wormwood you will be given a day job, rolled ahead of time by me, and you will need to do certain rolls in order to do these jobs. You will also have the option to either work diligently, and gain a bonus to your check, or do one of five other daytime actions, such as exploring the ship or trying to influence someone. At Sunset, the Bloody Hour commences, where all punishments are handed out, and at night you are given your dinner and rum ration, then you are allowed a single night-time action before going to bed, unless you wish to stay up and risk fatigue, in which case you may take up to two extra actions, each requiring an increasingly-difficult Constitution Check or become fatigued for the next day. Only certain night-time actions can be taken during the dead of night.
I will get the list of jobs up on the Campaign tab, and a list of Daytime and Night-time actions up shortly. Caerlei, you'll get your job after I get a response from you.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Feel free to wait until everyone's done their climb checks to do a in-character post, or do it now. I'm going to do Robinton's after everyone else posts. You also don't have to make the rolls as detailed as I did, I just wanted to show you the general idea of what I want you to do. If you fall, you may roll the damage done yourself, 1d6 per 10 feet fallen. Since it won't be a deliberate fall, you are unable to take an acrobatics check to reduce this damage, unless you have a certain ability that lets you do so.
Also, do not forget that you do not have any gear, so do not calculate Armor Check Penalty into your climb checks.
Round 1: Full Round Action to move onto Rigging
Round 2: Full Round Action to Accelerated Climb
Accelerated Climb Check:1d20 ⇒ 6(Fail)
Height: 0 Feet
Round 3: Full Round Action to Climb
Climb Check:1d20 + 5 ⇒ (9) + 5 = 14(Succeed)
Height: 15 Feet
Round 4: Full Round Action to Climb
Climb Check:1d20 + 5 ⇒ (3) + 5 = 8(Fail)
Height: 15 Feet
Round 5: Full Round Action to Climb
Climb Check:1d20 + 5 ⇒ (18) + 5 = 23(Succeed)
Height: 30 Feet
Round 6: Full Round Action to Climb
Climb Check:1d20 + 5 ⇒ (19) + 5 = 24(Succeed)
Height: 45 Feet
Round 7: Full Round Action to Climb
Climb Check:1d20 + 5 ⇒ (8) + 5 = 13(Succeed)
Height: 60 Feet
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
"Master Scourge!" Plugg says, his voice deep but raspy, "Unbind these sods! The sooner we can get 'em to work, the better!" Plugg motions for the bearded man with the whip to untie the group, and then walks down from the poop deck onto the main deck towards them.
As Scourge and his cronies untie, or in one case unmanacle, each person, Plugg examines each one, as if he is a rancher examining his cattle, walking close to them and looking them in the eye. His breath stinks of alcohol and tobacco, and despite his well-kept clothing, he reeks of body odor. He looks to be both angry and miserable at the same time, and one might guess that just a small spark could send him into a rage.
"Alright, you bilge rats! You heard the cap'n! Now, first off, I needs me a new rigger. The last one fell short on his duties. You'll see his fate tonight. So, the first one of you landlubbers to the crow's nest gets the job!" He yells at point-blank range in the group's faces, his voice painful in their ears, and he points above him to the crow's nest, sixty feet up on the main mast.
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I'll message Caerlei today, see where he is. I was hoping to give him until today to post, since I saw him post on the RoW thread. In the mean time, its time to climb!
The Crow's Nest is 60-feet up - it is a DC 10 to climb, but, since it is a race, and Scourge will be yelling at you/cracking his whip at you the entire way up, you may not take a 10 to climb it, as you are considered 'distracted'.
I will not be rolling initiative for you guys, as we won't need it for this, and each of you will roll your own climb checks.
To get to the rigging from where you are, it is a full round action, and from then on you climb. You only need to make the climb check once per round (As you will be taking full-round actions to climb), and you move 1/2 of your movement speed each full-round you succeed on the climb check. Each time you take a single move action, you move 1/4 your movement. You may accept a -5 penalty to your roll and move either your full speed (full round action) or half of your speed (move action) with a successful check. Failing a check by 4 or less (6-9) means you make no progress. Failing a check by 5 or more (1-5) means you must make a DC 20 Reflex Save or fall to the deck below. If you make the save, you don't fall, but you also don't move.
If you want to try something else while climbing (cast a spell or whatnot), let me know.
In my next post I'll roll for Robinton to show you how I want it done, as an example.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Yes I'm here, yesterday was busy for me. I was waiting for Caerlei to post.. but I'll get another post up today moving us along.
Also, Osir, the reason I didn't roll that knowledge(Geography) check for you, is that the DC is higher than 10 - and you're untrained. I just realized that earlier while thinking about it. The only person who's trained in that knowledge skill is Robinton (And he can do all skills untrained anyways).
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
I only rolled which one was better of the two, but I guess it does make sense that if you don't know it from your profession skill, that you might from geography. I'll fix that XD
You guys won't have to worry about Disrepute and Infamy until Part 2, and I"ll be keeping track of it until then. Do not worry about it for now. :P
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
Yes, all of the other pirates, including the four seemingly new recruits beyond your group, all have their gear as far as you can tell. Only your group is bound and gearless at the moment.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
As each of the prisoners falls in line behind each other and are escorted by a member of the crew, all that remains left is the goblin, the bearded man with the whip, and the bound man still struggling to get his face out of the backpack his head was in and to get up on his feet.
"Get your sorry ass up, bilge rat!" the man yells, cracking his whip and hitting the black-haired man on the back. The goblin cackles with glee at the scene, before running over, his monkey-like tail waving back and forth, and shoving the man's head down into the bag deeper. A wet splurch is heard, signaling that his face is now deep in the contents of the bag. The goblin then grabs two large fist-fulls of the man's black hair and forcefully pulls him up out of the bag onto his knees. His face is covered in his own vomit.
"Ack! I'm trying, I'm trying!" The man gets up on his feet shakily, before turning and heading upstairs, wiping his face off with his sleeves as he does so. "Damn.. these were some of my best clothes, too.. now look at them.."
As the two head up deck, the goblin waits a moment, before gleefully plunging head first into the backpack. Slurrping sounds can be heard, as apparently to the goblin, one man's vomit is another goblin's breakfast.
* * * * *
On deck, as the momentary blindless of the bright sun fades, the new recruits can see finally see the ship they're on. The ship is a three-masted-sailing ship, about 100 feet long from stern to stern, and 30 feet wide amidships. The ship is currently flying a black sail with crossbones and a dragon's skull; the design is similar to the Jolly Roger used by many pirates, and is probably the captain's personal flag. On the bow of the ship is a bowsprit shaped like a rearing dragon, made of what looks to be of red-tinted bronze. The ship itself is far out to sea - Port Peril and the Mainland are just an ochre haze many miles astern.
Standing amidst the deck or up in the rigging is the rest of the crew; a motley crew at best, made up of many different races. Caerlei's thoughts of a freakshow circus have proven to be truer than even she expected; some of the various races present include a catfolk, a ratfolk, a tengu, a hobgoblin, a gnome, a halfing, and the previously met dwarf, half-orc, elf, and monkey goblin. Most of the rest seem to be human. With this kind of crew, a few tieflings, a dhampir, and an aasimar will have no problem blending in. Four of the figures, the tengu, halfing, and two humans, one of which is a red-headed female, look set apart from the rest of the crew, mainly due to their relatively clean clothes. They look to be new recruits as well.
On the poop deck stands two other figures; One of them is a broad, muscular Garundi man with a shaven head, a long beard bound with gold and platinum rings, numerous ears on his belt, and a black reinforced leather eye patch with a skull-shaped blood-red ruby set in it - clearly, the captain. The other figure is a younger, balding man of Chelish descent with a long black ponytail and a nearly equally long narrow beard, wearing a immaculate coat with pearl buttons, leaving his chest bare to the elements. He carries a well-used cat-o'-nine-tails and on his hip is a cutlass bearing a skull motiph on the handle.
Once the six are up on deck and get a quick look around, the captain speaks with a booming voice, "Glad you could join us at last! Welcome to the Wormwood! My thanks for 'volunteering' to join my crew. I'm Barnabas Harrigan. Thats 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 talk. Follow that rule, and we'll all get along just fine." Harrigan pauses for a moment, before speaking again, "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. Mister Plugg! If you'd be so kind so 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." Harrigan grins at that last bit of his speech, before clapping the younger man on the shoulder and walking away.
At that, the younger man looks down at the newcomers and smiles unpleasantly with a mouth full of grey and yellow teeth.
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Runolf:
Glancing up at the sun's position and the position of the land from where you are, you are able to gage that the ship is headed north-northwest across Jeopardy Bay. Since it is midday, the ship likely left very early in the morning. However, although Port Peril is still barely in view, you're many miles out from the nearest shore.
Sareivat:
Using experience from being a sailor, you are able to gage that the ship is going north-northwest leaving Port Peril, across Jeopardy Bay. The ship had to have left early in the morning in order to get this far, and you're many miles out from the nearest shore.
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1
As Osir gets himself off the ground and heads up deck, he too is followed by another crony, the half-orc, just as Osir is following Mabelode. The half-orc seems to be surprisingly well armored for a sailor - a short, but reinforced armored coat is worn over his shirt. Such armor is generally far heavier than the simple leather that most men onboard a ship wear.
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Osir's Knowledge Check:
Captain Harrigan.. you've heard of him, alright. A rather infamous name, though you do not know too much about him personally. His ship is called the Wormwood, although she isn't the only ship at his disposal. How many ships he controls, though, you are unsure of.