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358 posts. Alias of Patrickthekid.


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Heshan survey's the area before turning to talk to the others. "We might be able to sneak our way pat them if we are quiet enough. I also have invisibility for anyone who might need it."

I will have to apologize. Recent developments from RL put me on more unstable footing. Plus without one of the members of the group who knew how to properly use Roll20 I'm out of luck as to using it.

The best I can offer is to complete book 1, but after that I will have to close up shop. Alternatively, I can help search for a different DM to continue the campaign if you want to continue on.

I will be doing some traveling over the course of this and next week, so my posting will be a bit sporadic.

GM Rolls:

Sense Motive, lol: 1d20 + 2 ⇒ (5) + 2 = 7

Plugg's face contorts something ugly as he gives a deep sigh. Scourge moves in and give a sly smile. "It may be to our advantage that they go out... for their friends of course."

"Very well." Plugg growls. "But you have 48 hours to do what you want in that island. And you better be back by then if you don't want to be stuck on that island."

Plugg waves them off as the dingy is prepared for your departure.

I will have things updated momentarily.

I have made my decision.

Ularrka, please make your way to the discussion board.

Reminder that you have until the end of Monday to submit a profile.

Laird_Thorne wrote:
DM Meleager wrote:

DM, what is your call on Weapon Finesse as if it "augments" Unarmed Strike for a Monk?

I ask, because if so, would it therefore allow Finesse for any Monk Weapon used for the Ascetic Style feat? I'm wondering if it would allow for Finessing a Quarterstaff if I took Ascetic Style (Quarterstaff).

I've seen arguments for both ways (Yes, it augments and therefor allows for finesse with the chosen weapon. And No, it doesn't)

I will allow it in this case.

Laird_Thorne wrote:

I've got to ask because I have a concept that it might fit...

Would you allow the Far Strike Monk archetype from the Unchained Monk Archetypes from Purple Duck?
** spoiler omitted **...

I will have to decline to add any third-party content into the game.

Our Monk player has left as well. I will also set a deadline of April 30th for entries.

Also, the characters will start trapped in Bonewrack Isle.

You will be at level 3 and it will be at a 25 point buy. Anything Paizo legal will be allowed, though the unchained classes will be recommended. You will create your characters under Background Skills and Feat Tax rules. Your HP will start with max health followed by the average hp+1. There isn't any alignment restrictions, but remember what kind of AP this is and to discourage and PvP.

Has anyone been able to reach out to Randall's or Chisomo's players as of late?

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I'm bumping this because we are in need of new recruits for the campaign. I'm looking for probably 2 people for our campaign. Who we have active right now is:

Djir Bentwhisker - ratfolk rogue/wizard
Lucille de Avrois - human oracle of battle
Torin Brimfisher - half-elf barbarian

We also have a sylph sorceror/wizard and a human monk, but I haven't been able to reach either of them on if they would like to continue.

GM checks:

Perception, Djir: 1d20 + 9 ⇒ (7) + 9 = 16

Perception, Lucille: 1d20 + 4 ⇒ (18) + 4 = 22

Perception, Torin: 1d20 + 7 ⇒ (10) + 7 = 17

All three of you notice signs of grindylow activity on the side of the boat... along with Sandara's holy symbol of Besmara next to it. Signs point to a struggle from both sides.

Thank you for your time.

With that, I'd like a headcount on who wants to continue before I open up the recruitment page again.

The monk wasn't never going to get a good lie out of himself, so instead he sat down, not bothering to hide his discontent. "We have business to attend to here... and I guess I can say the same to you as well," he growled.

Try as you might, there was no more signs of the creatures that attacked you. It appeared that your efforts were enough to scare them off. With visibility as low as it was, it would be difficult to figure out the extent of their attacks.

As the storm began to abate during the night, the ship comes to a grinding halt. By the looks of it, the Man's Promise has run aground. Plugg orders everyone back to their rooms as you hope that sleeping it off may alleviate things.

Day 5

The next day, you wake up to no movement from the ship. It seems for the immediate future that you are stuck on the rock.

DC 15 Craft:
You notice that the ship is in no immediate danger from sinking, but without repairs it will eventually slide off the rock and into the bed floor.

When you return to the deck, you notice an island surrounded by clear waters and coral reefs much like the one the ship is stuck on. Plugg orders you to line up for a roll call. It's then that you notice that both Sandara and Oromi are no where to be seen.

The next update will likely be this weekend. In the meantime...

You have leveled up to Level 3!

Go ahead and get your characters ready.

And I see Chisomo already had a post in. Please try and post when it's your turn. Keeping track of things like this only make it harder for me to keep track.

Chisomo finds herself surrounded by grindylows. All she sees are a couple more bodies with their faces caved in. Who brutal strikes later and both monsters hit the ground with blood oozing from their skulls.

Lucille arrives to rescue Randall from a grisly fate. Her blade downright splits the creture in two spazzing pieces!

One grindylow sees his brethen fall and attempts to move forward to finish the job...

Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5

...but he once again falls on its face... and it gets pierced through the body by Torin, ending its shameful display of combat.

With so many of the creatures falling, they realize that these sailors are no easy pickings. The remaining grindylows retreat into the water... save for the one that's still unconscious from the spell from earlier.

Combat Over!

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I'm going to move things along later today.

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Randall swings down at the grindylow next to him while it's trying to balance itself on the slick ground.

Club: 1d20 + 2 ⇒ (11) + 2 = 13

But the creature proves to be to quick and turns its body to the side to avoid the blow.

Now it was the monsters' turn.

Grindylow green vs Randall, trip: 1d20 + 4 ⇒ (15) + 4 = 19

Grindylow green vs Randall, spear: 1d20 + 2 ⇒ (20) + 2 = 22

Crit confirm?: 1d20 + 2 ⇒ (11) + 2 = 13

Damage: 3d6 + 3 ⇒ (2, 4, 6) + 3 = 15

Grindylow green vs Chisomo, trip, flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

Grindylow green vs Chisomo, spear: 1d20 + 2 ⇒ (19) + 2 = 21

Damage: 1d6 + 1 ⇒ (6) + 1 = 7

The tide this time tilts towards the grindylows. The distraction from one grindylow is enough for another to sneak from behind and successfully pull her under. It also delivers a nasty stab would straight and center.

Randall has it even worse. The grindylow trips him under and the creature goes for the throat. Blood curls from his neck as his life is rapidly drained, although he remains conscious.

Chisomo and Lucille are up

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I'll negate the damage and check what's going on. I can't right now since I'm finally upgrading to a newer laptop.

Arkhan Silvinesti wrote:
When I posted they were minimally 15' away. He has a 30' range and have we noticed them with 15' reach?

I was wondering why you didn't move away before casting the spell. Did you know there were those two grindylows next to you when casting?

@Chisomo There are multiple red, blue and green grindylows up. You basically cleared two on your corner, but there are still many more to deal with. I'll save that for your next turn.

@Lucille, that hits and kills that grindylow.

@Arkhan Since those grindylows have already acted on their turn and you casted as Sp within their reach, that will provoke AoOs from both of them. And according to the rules, you'll have to make a concentration check to make sure it doesn't fizzle. It says you can't use a ranged weapon, but since what you're flinging is a spell I'll allow it... provided your spell doesn't fizzle

Torin goes after one of the creatures and swings downward... only hitting the deck as he miss-times his strike.

Arkhan tries to raise his hand up to conjure magic, but the grindylows next to him are already on him before he could finish.

Grindylow (green), spear: 1d20 + 3 ⇒ (18) + 3 = 21

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grindylow (red), spear: 1d20 + 3 ⇒ (16) + 3 = 19

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Both hit vital areas of the druid's body. 12 damage to Arkhan.

Pai Song also decides to take a risk and stands on her own. The grindylow next to her prepares its spear to attack.

Grindylow (blue), spear: 1d20 + 3 ⇒ (9) + 3 = 12

Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The sylph gets nicked to the side as she gets up. She then takes a step and lines up a flurry of colors the grindylow could not see coming.

Will Save DC 16, blue: 1d20 + 3 ⇒ (13) + 3 = 16

Will Save DC 16, red: 1d20 + 3 ⇒ (17) + 3 = 20

It truly was an attack neither of them saw coming as both their heads were checking on the floor and not the pretty colors above their heads.

Round 2

Djir and Randall, you're up.

Okay, so I thought you attacked and killed the green one instead. That red one has 2 because I couldn't find a way to get rid of that one. I don't know the original position of the green one so I will trust you and say that it will take a step towards you, which would prove an AoO from you. Go ahead and take it to see if you can kill it.

Rounds unconscious: 2d4 ⇒ (1, 3) = 4

Rounds Blinded: 1d4 ⇒ 1

Djir manages to send one of them down in a heap, likely to be unconscious for long time.

Lucille's weapon slices straight through the grindylow's body while Chisomo's strikes crushes the body of one grindylow while snapping the head off another one.

The remaining ones continue their assault on you besides the one that gets up and decides to chuck his spear at Randall.

Red, ranged spear at Randall, into melee: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6

Red vs Djir, trip: 1d20 + 4 ⇒ (20) + 4 = 24

Red vs Djir, spear: 1d20 + 4 ⇒ (2) + 4 = 6

Red vs Chisomo, trip: 1d20 + 4 ⇒ (16) + 4 = 20

Red vs Chisomo, spear: 1d20 + 4 ⇒ (1) + 4 = 5

Blue vs Lucille, trip: 1d20 + 4 ⇒ (13) + 4 = 17

Blue vs Lucille, spear: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Red vs Arkhan, trip: 1d20 + 4 ⇒ (14) + 4 = 18

Red vs Arkhan, spear: 1d20 + 4 ⇒ (10) + 4 = 14

Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Blue vs Pai Song trip: 1d20 + 4 ⇒ (11) + 4 = 15

Blue vs Pai Song, spear: 1d20 + 4 ⇒ (4) + 4 = 8

The spear goes well wide of Randall, setting off the creature in a rage. His brethren fair a bit better. While Chisomo avoids both the trip and the spear attack, Djir, Lucille, Arkhan and Pai Song all fall down. While Djir doesn't get hit at all and Pai Song turns to the side at the last moment to avoid getting pinned, Arkhan and Lucille aren't so lucky. A spear just gets past Arkhan's spear and leaves a gash on the shoulder while Lucille is stabbed straight into her gut.

Lucille takes 6 damage. Arkhan takes 3 damage. Torin, Arkhan and Pai Song are up.

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Just making sure that it was three that got hit.

Will Save: 1d20 + 2 ⇒ (19) + 2 = 21

Will Save: 1d20 + 2 ⇒ (1) + 2 = 3

So that's one that falls unconscious. Will update later.

I currently can't see the cone right now.

Will Save: 1d20 + 2 ⇒ (13) + 2 = 15

The storm has reduced visibility for the surrounding area. Thus while the creature was distracted by the colorful display, the dimmed light was enough for it to not be staggered by said magic.

Randall hopes to make things just as difficult for them as he pours grease on two of them.

Reflex Save: 1d20 + 2 ⇒ (8) + 2 = 101d20 + 2 ⇒ (13) + 2 = 15

One of them falls prone while the other is just barely able to stand upright. That one makes an attempt to reach the magic-user...

Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10

And reaches its tentacles out to grab his legs.

Trip, Randall: 1d20 + 4 ⇒ (1) + 4 = 5

Spear: 1d20 + 3 ⇒ (2) + 3 = 5

But the surface proved to be too difficult for it to balance itself well enough to land any hit.

One grindylow attempts to trip the nearest person next to it and follow up with a strike...

Trip, Chisomo: 1d20 + 4 ⇒ (15) + 4 = 19

Attack, Chisomo: 1d20 + 3 ⇒ (9) + 3 = 12

Trip, Lucille: 1d20 + 4 ⇒ (1) + 4 = 5

Attack, Lucille: 1d20 + 3 ⇒ (10) + 3 = 13

Trip, Arkhan: 1d20 + 4 ⇒ (3) + 4 = 7

Attack, Arkhan: 1d20 + 3 ⇒ (5) + 3 = 8

In a spectacular display of incompetence, none of the invaders are able to trip or hit anyone.

Chisomo and Lucille are up!

Alright, how's that for you guys?

Okay, I'll sort this out later today. y-at-morning

You should be able to see them now.

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That was a challenge. I definitely have a new appreciation for DMs who do this all the time. Everything should be set up on Roll20.

The storm continues to roar all day, the sky only broken for a brief period by sailing through what appears to be an eye-like hole in the sky only to be slammed by the worst of the storm. Visibility is limited and keeping track of everyone on the ship is all but impossible. All of a sudden, you are set upon by a group of goblin-like creatures. The only difference is that they have tentacles for feet. Otherwise, they seem to have a high interest of you.

Initiative=Grindylow red: 1d20 + 2 ⇒ (9) + 2 = 11

Initiative=Grindylow green: 1d20 + 2 ⇒ (15) + 2 = 17

Initiative=Grindylow blue: 1d20 + 2 ⇒ (8) + 2 = 10

Initiative=Chisomo: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative=Torin: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative=Arkhan: 1d20 + 4 ⇒ (5) + 4 = 9

Initiative=Djir: 1d20 + 7 ⇒ (18) + 7 = 25

Initiative=Pai Song: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative=Randall: 1d20 + 6 ⇒ (13) + 6 = 19

Initiative=Lucille, one: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative=Lucille, two: 1d20 + 1 ⇒ (15) + 1 = 16

Turn Order: Djir/Randall, Grindylows green, Chisomo/Lucille, Grindylows blue/red, Torin, Pai Song, Arkhan

Oromi extends her hand for the hand shake. "My guess? Your captain may be in over his head in navigating. Avoiding storms aren't as easy as it looks, especially if you hadn't experienced it before."

Oromi is now Helpful

Day 4

The sleep is a short one, as you are awakened before the day has likely even begun. Everyone is ordered to the rigging this time and to Plugg's and Scourge's credit they assign you more fairly this time around.

Rigging, Pai Song: 1d6 ⇒ 2

Rigging, Torin: 1d6 ⇒ 2

Rigging, Chisomo: 1d6 ⇒ 2

Rigging, Djir: 1d6 ⇒ 1

Rigging, Arkhan: 1d6 ⇒ 3

Rigging, Randall: 1d6 ⇒ 2

All DCs are increased by 2 once more. Luckily, there likely won't be a threat of Bloody Hour given the storm.

I'll move on to the next section this coming weekend.


Scourge seem to already be in a grumpy mood when you see him. Right after you try to make your pitch to switch jobs, you see a rat scurry about, settling right between Scourge's feet. Scourge's response is to step on the rat's tail. "Don't be runnin' scared of yer duties like some pale faced landlubber. Your failure builds character." The man picks up the rat desperately trying to escape. "Either yer fit for sailin' or ye drown." He levels his other arm and a dagger shoots out, piercing the rat. It struggles for a few seconds before it sits lifelessly. Yet it did get Scourge to smile. "Guess ye get 6 lashes for repeated failures. I'm only sad I don't get ta do the punishments anymore." With that he walked away.


Fipps growled back at the half-orc. "Quit yer whining. We know exactly what we're doing with that map of ours."


Kroop nods and spends much of the day securing his live animals to keep them safe. "Can't let 'em scatter about inna storm."

Con check, Pai Song: 1d20 + 2 ⇒ (7) + 2 = 9

Bloody Hour

As the winds begin to pick up and the clouds start to form, Torin, Pai Song and Djir are set up to be handled with the cat.

Cat-o-nintails, Pai Song: 1d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (20) + 8 = 281d20 + 8 ⇒ (11) + 8 = 19

Damage: 1d4 + 2 ⇒ (2) + 2 = 42d4 + 4 ⇒ (2, 4) + 4 = 101d4 + 2 ⇒ (4) + 2 = 6 20 points of non-lethal damage, translating to 17 non-lethal and 3 lethal damage.

Cat-o-nintails, Djir: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (16) + 8 = 24 12 points of non-lethal damage.

Damage: 1d4 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (1) + 2 = 3

Cat-o-nintails, Torin: 1d20 + 8 ⇒ (3) + 8 = 111d20 + 8 ⇒ (10) + 8 = 181d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (6) + 8 = 141d20 + 8 ⇒ (9) + 8 = 171d20 + 8 ⇒ (20) + 8 = 28

Damage: 1d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (4) + 2 = 62d4 + 4 ⇒ (1, 4) + 4 = 9 33 points on non-lethal damage, translating to 28 points of non-lethal and 5 points of lethal damage!

Perhaps Scourge told Plugg about the the deal the barbarian tried to make with him. Regardless, Plugg was especially merciless with the cat. Pai Song and Torin were rendered unconscious upon the final blows for each of their strikes. And as before, Sandara would not be able to provide them with relief.

By now, it was clear that the weather will likely take a turn for the worst the next day.

"It'd be best if we work our way through the storm... even if the cap'n can't seem to navigate his way through a pond," Kroop advises. "We'll need all tha manpower we have right now. The 'm' word'll have ta wait fer now."

@Chisomo, Randall, I've counted your previous rolls for Day 2's tasks, so the rolls you've done right now will count for Day 3.

GM Screen:

Sense Motive, Plugg: 1d20 + 2 ⇒ (4) + 2 = 6

Sense Motive, Scourge: 1d20 + 6 ⇒ (3) + 6 = 9


Oromi shrugs and decides to sit down with Rosie and Conchobar as they decide to play their games.

"You see the s&@$ we've been dealing with?" Rosie explains in her own colorful language. "Those two f+!%ers have been running us ragged for weeks. Still, I thought those two were too chickenshit to actually try and kill us but now?" She left that answer unsaid as Conchobhar made his piece.

"I will say that Scourge never liked you from the start. The man always felt insecure about his place in the ship and thought you'd replace them someday. Hence treating you like s&~!... in a manner of speaking."

Rosie nods in approval. Oromi sighs as she spoke up. "Either way, if we do get a chance I'd rather go with the group who aren't sadists."

"Not that I disapprove of them," Conchobhar chimed in, earning him an odd look from the woman. "What? A little rough play in the bedroom doesn't hurt anybody."

"Hell yeah it does." Rosie punched Conchobhar on the shoulder.

"But we still need a plan on what to do if... or when they do start their plan," Samms added.

Meanwhile, it seemed like the Plugg, Scourge and the others are too preoccupied with... whatever they may be doing to notice the outright disrespect of the rules on display.

You can continue the conversation if you want, but let's move on to the next day.

Day 3

The day continues like clockwork, with everyone given the undesirable jobs under the orders of Scourge. Yet there does seem to be a change of weather. The winds have started to pick up.

DC 15 Knowledge (nature):
You think believe that the ship is heading straight for a storm, likely by the next day.

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Sandara hmms as she places a finger on her chin. "Only that it lies outside the reach of the Shackles. Anyone who don't wanna handle the Pirate Lords start there..." Both women are hit with a rope bash from Scourge who eyes the two before moving on. Once the coast is clear, she whispers again. "I'm impressed with the restraint you're showing," she smiled. "Either way I'll be fine. I don't think they'll throw us over. Till then, don't you worry your pretty head 'bout me, alright? Focus on rallying our allies."


Kroop shakes his head. "Nay. Pirate's are ruthless lot with little regard for rules, but that's one line not even Harrigan'll cross. Squibs loosening his lips 'bout the ships raided's the last he wants ta deal with. It sorts out well actually," he shrugs. "But that won't stop em from hunting anyone who escapes his grasps."


The Rahadoumi ranger looks over at the bard. "I'm afraid our last captain was a bit too much of a bad influence for me to have any control of them. They're set on following Plugg now." The woman extends a hand. "You can call me Oromi."

Oromi is now Indifferent.

Con check, Pai Song: 1d20 + 2 ⇒ (13) + 2 = 15

Bloody Hour

Regardless of the extra work given to the crew, you manage to pull through, even if Arkhan ends up fatigued because of it. Still, Plugg's increased standards mean that Torin and Randall performed insufficiently for his taste and thus will answer to the cat this time around.

Cat-o'-nine-tails, Torin: 1d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (16) + 8 = 241d20 + 8 ⇒ (9) + 8 = 17

Damage: 1d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (2) + 2 = 4 11 damage non-lethal damage.

Cat-o'-nine-tails, Randall: 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (8) + 8 = 16

Damage: 1d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (2) + 2 = 4 [OOC]7 damage of non-lethal. damage]

Plugg's aim is a bit off, even completely missing in one of his strikes at Randall. Both men are able to keep standing in the end, though as before neither are given any healing this time around.

That night, the rumor mill has spread like wildfire and has everyone on your side on edge.

Glad to see everyone back. Also, you won't be able to influence anyone else who isn't already at your side. There is an officer that may join up though.

Day 2

Once the onlookers went back to their beds, the next day had the rumor mill at full swing. You're assigned the same excruciating roles as before.


While you're doing you're job, you're pulled away by Sandara. "We may have a problem in our hands," Sandara said with a wince. "Last night, Jack and I saw everyone from the officer side sneak out and into the captain's room. From what I can gather, we're not heading for Port Peril, but Bloodcove. Going against orders of the cap'n is bad enough. What has me deeply worried is what happens to the ones against sailing under Captain Plugg."


While they have time to themselves, Kroop speak on his theory. "Y'know. They might not be sailin' for Bloodcover per say, but towards Rickety Squibs. That's where ye get yer boats changed where they're unrecognizable from de original. If ye wanna take a ship as yer own, that's where I'd go."

You hear a female voice coming out if that invisible person and recognize her as Sandara Quinn.

While it was hard to tell what was going on since those inside the door were hushed themselves, but you do recognize two of them as Plugg and Scourge. There is another word that comes out a lot out of it: Bloodcove.

DC 15 Knowledge (local):
You know that Bloodcove is in the Fever Sea, outside the Shackles and definitely not where you're supposed to go.

Scourge and Plugg separated sleeping areas between the main cabin for you guys and the Officer Quarters for Plugg's crew plus Sandara and Jack.The captain's quarters is where Plugg himself is staying.

GM Screen:

Stealth, Sandara: 1d20 + 5 + 20 ⇒ (3) + 5 + 20 = 28

Stealth, Jack: 1d20 + 3 ⇒ (12) + 3 = 15

Perception, Djir: 1d20 + 8 ⇒ (20) + 8 = 28


That night, Djir noticed a commotion of several voices in the captain's quarters. As you approach, you notice that you're not alone. Scrimshaw Jack was also leaning against the door, trying to hear what's going on. You also notice a loose board getting pushed down. You suspect that the other person is invisible.

That's what happens when you get a natural 20 in Perception along with an extremely low Stealth roll.


Kroop nods and whistles in the meantime whenever Scourge walks by to draw his attention to the cook instead of his mate. He also pours some drink for himself and Lucille to drink when no one is looking. Sipping it would reveal it to be rum from the Man's Promise.

The day is long and arduous as Plugg and Scourge expect everyone to work twice as hard as before. Some of it was due to working on a skeleton crew, but there is some suspicion that the two are just working you harder than needed. Yet despite it all, everyone is able to perform their tasks... except Pai Song who earns Plugg's disgust when he discovers there is a few dirty spots left on the deck.

Pai Song is also fatigued, but since the only legal option is to sleep, that shouldn't be as much of an issue anymore.

Bloody Hour

Plugg orders the sorceress to be tied down at the mast. This time it will be Plugg himself who steps up from behind with his own weapon in tow.

The cat: 1d20 + 8 ⇒ (16) + 8 = 241d20 + 8 ⇒ (6) + 8 = 141d20 + 8 ⇒ (12) + 8 = 20

Damage, nonlethal: 1d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (2) + 2 = 4

Plugg is more methodical in his flaying, doing so with little hesitation but with much more precision than Plugg. The barb wires also cut into Pai Song's skin more easily than the whip. All in all, the slashes are more painful, yet she is able to endure.

Sandara walks over to heal her, but is grabbed by Scourge before she could reach her. "New rules. You'll have ta find yur own way te heal yerselves."

"Not only that," Plugg added. "You and Jack will be sleeping with us in the officer quarters. We can't be having any more of you sneak out at night now, can we?"

Sandara looks back to the crew and points her free hand towards the ground, hopefully to dull the tension.

"Of course not Captain Plugg. I can only assume you will keep us just as safe as the rest of the crew lest you risk harboring discord this early."

Plugg nods. "You have my word nothing will happen between us while off shore."

I have the rooms for the Man's Promise in the Campaign Info Tab.

So yeah... getting that apartment is still pending. I hope to get a post in this weekend. Can anyone contact the remaining two players?

I made the move to a different state. I'll let you guys a bit more time before I move things along story wise.

There is little time left for you to do much before you leave on the Man's Promise. If no one goes to the quartermaster's store, Grok herself seeks you out with puffy cheeks and not quite the stoic nature you're used from her.

"I heard yer leaving her this instant. It was hard at first ta know what to make of ya... but I couldn't a have a better crew..." Sniffing, she used a strong hand to wipe tears from her eyes. "Be sure to take care of ol Fishguts fer me. He's been doing wonderful since... but I don't want em to crawl back to that bottle, kay?" She sniffs.
Once everyone has made the transfer to the Man's Promise, the two ships break on in their own directions. Plugg orders everyone to line up as he addresses everyone.

"For both those new here and for you familiar with me, you will now address me as Captain Plugg." He spat out the name for emphasize. "You may have noticed Harrigan's more lackadaisical style of leadership. No more! There will be playing around at night, no fornicating, and no drinking of rum." Some grumblings were heard from the crowd, with Tilly looking the most despondent. Scourge silenced them with his whip. "In addition, anyone who fails to perform their duties will get a taste of the cat from me." He lifted part of his coat to reveal the nasty-looking, barbed hopes at his side. "And anyone doing any sort of nonsense when they should be sleeping will get six lashes. We will get through this in an orderly fashion and I expect everyone to be on their best behavior." His eyes wonder on the usual troublemakers. "Now get to work!"

Scourge may have state that they would let the past lie, but he continues to hand out the worst jobs for everyone.

For review, Djir=1, Chisomo=6, Arkhan=4, Pai Song=3 for the swabbers, Torin=2 and Randall=5 for the rigging and Lucille=1-2 for the cook's mate. Any job that has a CON check to avoid fatigue goes up by 2. Any job that didin't initially have a CON check now has a DC 8 to avoid getting fatigued. Oh, and Owlbear is among the people who made the switch over to the Man's Promise.

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I will have a post up later today to update things.

Djir Bentwhisker wrote:
DM Meleager wrote:


Judging by the counts, it is an even amount of people between you guys and your allies and Plugg, Scourge and his allies along with whatever remaining Rahadoumi sailors to even things up. Grok won't be one of them, so it will likely be the last time in a while you'll see her.
I'm contemplating leaving an incendiary surprise behind on the Wormwood when we leave... I do figure I owe the good Captain Harrigan a settling of debts. But, how many, and which of our friends are we leaving on the Wormwood?

Basically all the officers outside of Plugg and Scourge are staying behind. Which means Grok isn't going with you. The cabin girl is staying behind as well. All your non-officer friends alongside Kroop are going with you.

@Lucille Scourge is the one talking to you guys right now. You've yet to see Plugg ever smile.

Scourge accepts the hand and gives it a firm shake... more than that's truly needed yet no more than what she herself is capable of. "Then I hope we can come to an agreement on which favors ye should value more."

Djir Bentwhisker wrote:

[dice=Sense Motive, how much BS is Scourge selling?]1d20+1+3+1+1

1 rank +3trained +1 wis +1 guidance (Cevanne)

"So who we got for a crew for this little jaunt? Mr. Plugg's the captain, yer the first mate. There's me, Lucille, Pai Song, Arkhan, Chisomo, Randall and Torin. That's 9 and it's not enough to sail the "Man's Promise". Also, what's the plan after Port Peril and selling the "Man's Promise" as salvage? I was looking for a passage away from Port Peril in the Formidably Maid... Even if I was planning on paying cash not labor."

Who's coming along when he says all our friends - everybody who we got to helpful among the NPC's? That's everybody but Scourge and Plugg's thugs, and even a couple of them (Syl, ?Maheem?)

No bluff check because all the questions are honest...

"We're also bringin' along the fresh meet we captured along with my own friends of course. All to make sure things are even between us. I scared them up enough so they'll be loyal."

Judging by the counts, it is an even amount of people between you guys and your allies and Plugg, Scourge and his allies along with whatever remaining Rahadoumi sailors to even things up. Grok won't be one of them, so it will likely be the last time in a while you'll see her.

The festivities last all night continue through the entirety of the next day. By morning of the next day, most people were left stirring from all the fun that was had during the time. Yet there was business that need to be had.

As soon as everyone had woken up, Harrigan rings the bell to call everyone up to the deck of the Wormwood for a meeting. They are joined by a long line of Rahadoumi sailors... at least the ones who survived the onslaught from a couple days ago. Scourge and Plugg corral them to face the captain's back. Harrigan turns around and begins his speech.

"I know most of ya want to head back to your loved ones. That said, there's plenty of room for those who want to stay and work for me. Whoever wants that honor should state as such."

Surprisingly, there are a few who respond almost immediately. Curiously, Oromi is among the last people to agree to those terms. For every person who readily joined, Plugg and Scourge released their bounds, allowing them to join the others facing the captain from the front. Harrigan then turns to face the now enlarged crew.

"All right, you scurvy tars! You’ve done a right good job by me we’ve got a second ship now, and she’s quite a prize from the looks of her. But I still have only one crew. So here’s the plan the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be worth a pretty penny as salvage. As for these fine fellows here...” Harrigan gestures at the remainder of the captured ship’s crew “some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea!”

"What is that supposed to mean?" One sailor asks quizzically. She seemed as if she was genuinely confused by the statement.

Harrigan walks towards her and puts his hand on her shoulder. "Thanks for volunteering!" Harrigan answers her question by stabbing her through with his blade before tossing her overboard. As the bleeding woman sinks below the ground, the other guests quickly devote their fealty to their new captain.

Harrigan and most of the captains walk down the stairs out of sight as Plugg and Scourge go to pick out their crew. To your surprise, Scourge approaches your group with a smile. "I've been thinkin' fer the past couple days during the celebrations and I think the cap'n right. It's time we let bygones be and work together. Tis why me and Mister Plugg agreed to have ya join us in the Man's Promise. All ya friends'll be there as well. Even that useless f+$* Kroop. The cap'n only kept him fer his cooking and he's got a much better one now. What do ya say?" He extends a hand out to shake with a grin that feels an awful bit evil to you. "Just to be clear, I ain't taking no for an answer."

Jack Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Jack Stealth: 1d20 + 3 ⇒ (2) + 3 = 5

Djir remained out of sight for Pai Song. However, she did managed to notice Jack looking around as he does his best to sneak as well as the rest of them... which in this case it's not so well. While he's perceptive as well, he isn't able to spot Pai Song.

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