Shackles Pirate

GM/Pirate King Lane's page

131 posts. Alias of michaelane.


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All right. So picking things back up with the rum and night actions.

Rum Rations
Raveneau manages to toss off his rum ration with a foul look from Jape who rises to the elf's challenge and downs his with a silent glare in response. He doesn't take the bait of the second mug offered by Uriah. Uriah, still need to decide what to do with yours.

Atajay attempts to dump his rum overboard, only to turn around and see Scourge staring right at him. "I can't imagine you'd dump that on purpose Eggshell? Get yerself another ration now or we'll have a second Bloody Hour tonight."

Ursion and Gimlet are both pretty sure that with Raveneau's showdown with Jape and the commotion over Atajay getting spotted that they have successfully dumped their rum while Chak'Zirrak downs his.

Night Actions
Raveneau manages to slip into the galley, but before he can get a good look around, a drunken Grok stumbles in. "Hey, whatcha doin'?"

At night, Atajay is able to track down Kroop, but doesn't feel he made any more progress with the cook than he has previously.

Gimlet is pretty sure he hasn't been spotted by anyone as he manages to signal Rosie and slip off. She whispers, "Sure, what's up Gimlet?"

Need a night action for Ursion, Uriah, and Chak'Zirrak if any.

Should have a post up tonight. Have been sick for a few days, but want to get things rolling again.

And the gang is all here!

I figured that might be the case. Once a campaign sits idle for a while or even once you haven't posted or check in a while there is a bug that causes it not to notify you of new posts. I'll make sure to PM everyone though I may do that a little closer. Wanted to put an early heads-up here.

Hey all, it has been a busy summer and I'm in the midst of one more pitch right after Labor Day. Like a company changing kind of pitch if we win. But, I would like to get this AP restarted so right now I'm going to plan on doing so around September 8-9 if folks are still interested.

Yes, my apologies everyone. Work has been a bit mad lately and will be through mid-July. I will get a post up this weekend and will try to be more communicative, but things will probably be slow for the next few weeks.


"Been here three years Atajay. Lost a bet 'gainst Harrigan two years ago and now he owns me. It's poison this ship, Atajay. But, don't let anyone hear you say it aloud. The hull listens, see, and the cap'n hears it all. Poison the Wormwood is, though, rotten to the core. You'll not meet a more nasty, sour piece of work than Cap'n Harrigan in all your days at sea, and his crew's the same, 'specially the first mate, Mr. Plugg. Vicious little sod, he is. He's take his own mother's liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can't 'arm 'em."


1d6 ⇒ 2
Rosie starts awake in the night, but when she feels the wood of her fiddle in her hands, a great grin spreads over her face. She gives you a hug and whispers, "Don't know how you got it Gimlet and don't care. You have my gratitude and more. Thank you." She returns your kiss and settles back into her hammock smiling in the dark.


You and Sandara have a delightful day. She enjoys the dance with Chum whom she has little love for and she especially likes the trick you plan to play to keep you and her out of trouble and land Chum in it.
Catching Rats (Chum) 1d20 + 3 ⇒ (19) + 3 = 22
Stealth (Chak'Zirrak) 1d20 + 2 ⇒ (14) + 2 = 16
Will Save (lullaby) 1d20 - 1 ⇒ (6) - 1 = 5
Will Save (sleep) 1d20 - 1 - 2 ⇒ (10) - 1 - 2 = 7
In spite of his bulk, Chum is clearly practiced at catching rats and other rodents and manages a far more successful day than you or Quinn. But, your lullaby and spell catch him easily in your snare and at the end of the day.


Today, the ship has turned from the north course across Jeopardy Bay that you have been on since you started out and now makes its way southeast. You would judge that by the course set, tomorrow you will pass east of Dahak's Teeth, a set of rugged islands covered in rainforest.

When Bloody Hour comes at the end of the day, you hear Scourge yelling loudly for Chum. Bright red with anger, he finally sends Jape to find the huge man and is interrupted by their turn just as he is checking with Fishguts about today's work by Atajay. Furious that Chum has fallen asleep and caught no rats to boot, he completely ignores the cook's report and for the second day in a row, the huge man gets the lash of the whip, scowling darkly at Quinn and Chak'Zirrak when he is freed.

Ok, sorry for another delay folks, but we should be ready for rum and night actions. If I missed anything, just give me a gentle reminder.


Patting his prodigious belly, Fishguts chortles, "You and me both Atajay, you and me both!"

Gimlet at Night:

Inside the box you find six candles. I'm fine with the approach you're taking to the coat.


"'re all right Atajay. Hey, why does Scourge call you Eggshell anyway?" At the end of the day, he shakes his head at your meager catch. "Oy, Atajay. That's not good. I'll try to speak for ya, but you may face a whipping from Scourge tonight."


Just need your rat catching roll :)


For the first day, you're feeling much better, though you still find yourself winded a little more easily than usual. Perhaps its just lingering effects from the sea sickness...[/ooc]

Uriah and Raveneau:

You spot Quinn trying to catch rats with Chak'Zirrak and Chum, who seems to be doing his best to get in the way.

Ursion Actions:

Ursion is in difficult connection land, so...
Take 10 to climb to crow's nest.
Daytime Action: Work Diligently
Perception 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24


You don't find any traps on the first locker and the lock clicks open to your talents. Inside, you find a variety of gear. [ooc]Random adventuring gear worth 10 gp. You can pick any gear up to 10 gp worth that you're interested in.

The second locker also lacks a trap and your skill again proves sufficient for the task. Inside, you find a wide variety of equipment which you recognize from discussions with your fellow victims must be theirs...and a fiddle. Additionally, you find a starknife, 3 flasks of acid, 6 flasks of alchemists fire, four sets of thieves tools (one of which you recognize to be of extremely high quality), and a battered iron box.


Jape looks cowed by the fight and lack of one of his larger buddies to back him up, electing not to confront you this day. He tries to find a new area that needs attention each time you seek him out.


Dice are probably your best bet. No question that Scourges six are a clique - Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Maheem, Slippery Syl Lonegan, and Tam 'Narwhal' Tate. Conchobhar Shortstone seems to pine after Rosie Cusswell, but not work up the courage to approach her in other than a joking manner. Sandara Quinn is friendly with everyone except Scourge's Six whom she seems to avoid. Cog seems to keep to himself and prays regularly. You don't notice any obvious cliques among the rest. Several are friendly with one another, but you don't notice that they form a clear group.

Think I'll start advancing us to Day 3. Gimlet definitely has some more going on tonight and I'll continue with anyone else in spoilers.

Day 3
The bells ring and thankfully today you face no impediments on your way to the main deck. Perhaps standing up to bullies does have an effect. Once there, you are assigned to your jobs. For the swabs, Chak'Zirrak is assigned to catch rats with Sandara Quinn and Chum. Raveneau and Uriah are assigned to swab the decks with Tilly Brackett, Shivikah and Jaundiced Jape. For the riggers, Gimlet is assigned to line work with Maheem while Ursion is assigned solo lookout duty (but close enough to Conch who works the upper rigging to converse). For Atajay, Fishguts is sober today and sends you out fishing for fish instead of turtles.


You see a handful of fellow pirates playing dice games and hear some talk of arm wrestling and games called Hog Lob and Heave. Most of them go to listen when Chak'Zirrak begins his song, but I'm sure you can strike up a game if you're interested. From what you can tell, Hog Lob involves throwing something heavy and Heave involves drinking.


You're pretty sure that you've snuck out without being observed. You reach the door to the storeroom without any alarm and surprisingly find that the door in unlocked (though the lock looks well beyond your abilities were it locked). I'll let you save that roll for later or reroll if you wish. Inside, you find a cramped, crowded storeroom containing numerous barrels, boxes, and chests. Six areas seem particularly interesting. Two wooden lockers, two wooden chests, a wooden trunk, and a metal trunk.

I've had a couple busy days again too, but will have a post up later tonight or in the morning.


You see a handful of fellow pirates playing dice games and hear some talk of arm wrestling and games called Hog Lob and Heave, but once Chak'Zirrak begins his songs, most of the crew join him to listen and sing along. You see a brief discussion with the six and Scourge, but Scourge doesn't spend much time out on the deck. You note that Jape puts on a good show of drinking his rum, but dumps it out on deck when he thinks no one is watching.


Uriah, you are correct. They don't mind you watering it down as long as you drink it. I'm making the save for you, but straight up or watered down still requires the save.[/ooc] Uriah finishes his watered down rum, still feeling pretty giddy, but sleep soon kicks in.


Gimlet finds that Rosie especially loves a good tale and she laughs deeply at several. However, you spot the gnome, Conch, looking at you darkly a couple times through the night. Just before it is time for bed, Rosie tells you, "I haven't had such a good time since those f#@*ers knocked me out and I woke up here. But, I'll tell you what, get my fiddle back from Grok and I'll really show you a good time."


I'll give you a +4 circumstance bonus for getting rid of it in the galley though someone may eventually wise up and keep an eye on you.


They all seem to be drinking. In spite of watering the rum down, you find yourself feeling pretty happy before turning in weary.

Chak'Zirrak sings some sea chanties and in spite of feeling like he really hasn't made his best effort, the crew really seems to have a good time and encourages him to sing again tomorrow night.

GM Rolls:

1d20 + 3 ⇒ (17) + 3 = 20
Uriah 1d4 ⇒ 3 1d8 ⇒ 5 1d3 ⇒ 1
Ursion 1d4 ⇒ 1 1d8 ⇒ 1 1d3 ⇒ 2
Toadies 6d100 ⇒ (78, 58, 10, 39, 54, 53) = 292 1d20 + 2 ⇒ (15) + 2 = 17

Atajay and Uriah (and anyone else choosing to pass off or dispose of their rum), I will need Stealth checks. Atajay, I'll scrounge up a game for you once we see if anyone else cares to gamble.

Atajay retreats to the kitchen and sends the officers portion of turtle soup off with "Caulky" Tarroon, making it back to the main deck with plenty for the rest of the crew. The stew is simply awful, salty and thin, though there are a few tasty chunks of turtle meat you might be able to pluck out. By the time, Atajay makes it down the line, he hears the sounds of jeers and cries for the return of Kroop's cooking. As he turns to return the pot to the galley, Scourge is waiting with a knotted rope that he smashes into Atajay's jaw while Syl and Aretta stand by and laugh. 1 non-lethal damage from rope bash He returns a few minutes later, distributing the rum ration to further ridicule from most of the crew.

Sorry for the delay in my posts, but when you can, I need what you'll do with the rum ration and your plans for night time actions. Uriah - she has just recovered one or two items for each person. No weapons or armor. You'll have to use ingenuity to get the rest of your things back...or find suitable replacements or improvements.

I got busy too. Sorry for the delays.

We can finish out any other actions or discussions you want to have on the side, but I'm going to move things to Bloody Hour and dinner...

At last, the ships bell rings to signal the end of the day. Together with the rest of the crew you make your way to the main deck. Plugg and Scourge await with frowns. Scourge bellows, "Chum, Jape! Get over here now!" With downcast looks, Chum and Jape make their way to the mainmast, Chum flashing angry looks at Raveneau and Ursion as he passes. Maheem and Tate step forward to strip the pair to their waists and tie them to the mast.

"You all know how we feel about discipline on the Wormwood. These two..." he says gesturing at Chum and Jape "...found the need to sleep in this morning when there was work to be done. Three lashes each." The whip cracks out leaving ugly welts on both of their backs. He looks around as Maheem and Tate untie them. "Eggshell! Where's dinner!"

Let me check in on who still has things to do...I think we're close to moving on.

EDIT: Looks pretty close. I'll give it a couple hours and try to get a post up before going to bed. Got some pitches for OD to work on tonight :)


Yes, you can aid another. Same as usual rules. But, I think I will rule that you should use the same skill as the character you are assisting unless you guys come up with a particularly clever plan like Good Cop-Bad Cop with Diplomacy-Intimidate.


"I haven't been here much longer than the rest of you, but turns out the quartermaster is a bit superstitious. You see, I'm a priest of Besmara and I was able to convince her my things were terrible artifacts of the goddess that would curse her if she continued to hold them. Scared her so bad she threw a few of your things in at the same time. As for reason, don't flaunt it too bad and you should be ok. Scourge seems to have taken a disliking to you like he has me so I wouldn't give him any excuses. As for spiders...this is my first time in the bilges, but something is up there."
It is masterwork.


"Scourge is chief disciplinarian on this ship and Plugg believes in a tight ship. It isn't always a good combination. People take different approaches to these things. That group you roughed up today are Scourge's best buds."


You can apply work diligently to one task per day. So, hunting turtles or cooking would work, but not both as an example. I am allowing people a free action to search areas where most of their work is taking place - the galley for you.
1d17 ⇒ 15
You find a trio of harpoons hanging on Fishguts's wall, but have the impression that much more is in the galley if you can find the time to search it properly.


Ratline laughs, "No, I was a little luckier than you lad. I walked on board a few months back, but I've seen plenty that started like you. You'll be all right. I'm sure they're looping around so we can go out to look for some shipping. With all of you new hands, they'll be taking the long way so they can make sure you new hands get properly trained."

Oops, and yes, you can claim a lockbox too.

Will post here for everyone though you'll need to learn it by talking to people (like Raveneau and Uriah have done). You're ok to wear weapons once you figure out a way to get them. Other gear is ok too. The prohibitions about violence stand though. Fistfights will be tolerated. But, anyone (you guys or other crew members) are taking a chance with anything more.

Raveneau and Uriah:

2d6 ⇒ (4, 2) = 6
Uriah also turns up a tanglefoot bag and a very fine looking handaxe in one of the crates where they have been protected from the dank water. He catches a glimpse of something moving in the webs, but it is elusive and doesn't show itself during this day.

Sandara adds, "Its up to you really. I've heard that things we happen across on the ship or buy from the store are ours within reason. Technically, I suppose its stealing, but since they wouldn't be tied to any of Grok's logs you should be ok." She rummages around in her pack for a moment. "Speaking of which, I think this is yours Uriah." She hands you your backpack. "Our elven friend here went and got himself bashed over the head with nothing, but at least you had a few things with you. I was able to get this from Grok. Got some for your friends too once I can get it to them without being too obvious."


No dice on take 20s. In this case, it is assumed to be a stressful environment. Even on a good day. You can search the kitchen with a roll. Other actions need to be taken as daytime actions. And, we'll need a cooking roll too unless you're going to risk the ire of the entire crew.


I'll allow you to take a daytime action since you didn't use the bonus in the rolls. Don't bother with an influence roll though, Gimlet has already improved him to Helpful. Please declare it before the rolls if possible since some days it could be the difference. I have no problem with you having conversation with Ratline separate from Tate. Generally the way I'm handling it is that you need to be in the vicinity (assigned to the same job) to be able to talk to or influence someone, but you're not assumed to be together all day long. So, you should be able to get the time you need.


"About time they added more halflings to this ship Gimlet. First that feisty cutie Rosie Cusswell and now you. Glad to have you up in the ropes with me. You seem like a right good chap!" Anything else you want to hear from Ratline?

Raveneau and Uriah:

You can definitely check out the bilges. You're cleaning them, so it should be a pretty thorough look.
1d100 ⇒ 45
The bilges are a foul, damp place with thick cobwebs coating the ceiling that resist any attempts to clear them. You stand in 1-2 feet of dark, brackish water that stinks abominably. A single bilge pump rests near the stern. Along the wall, six sets of manacles that Uriah is all too familiar with show that the bilges double as the ship's brig. Over the course of the day, you turn up a number of discarded crates and boxes packed with straw. In them you find a suit of leather armor, three heavy maces, and 12 silver pieces. You can each give me a single Perception check to see if you find anything else.


Give me a Diplomacy, Bluff, or Intimidate check to influence Ratline. They all act like a Diplomacy check in this particular case.


Badger initially proves to be a tough nut to crack, but your relentless charm eventually seems to have some affect as she moves from putting up a gruff face and attempting to ignore you to cracking an occasional smile as the day wears on. Anything specific you want to try to find out from her?

And we're back...thanks for the patience.


I'll keep updating the tasks on the Campaign Info tab, so if you're ever in doubt about what a task requires, look there. (and hopefully I'll have it up to date.


"Beats me exactly how he does it. Maybe you need to go for a swim?" she laughs wildly at the thought. Gozreh must be smiling on you today, because after a few failed attempts in the morning, you decide to try using some of the leftover fish from last night's stew after midday and succeed in pulling up several nice sea turtles to the delight of nearby crew. Unfortunately, you also find that apparently Fishguts is going to be incoherent all day and it now draws near to Bloody Hour and dinnertime with no sign that he's going to make an appearance. Looks like dinner is going to be up to you.


Not that you needed it, but don't forget you can add +4 to any one check for working diligently. Ratline had a satisfied smirk at the end of the fight. You get the idea someone in Chum's gang has either crossed him before or shown themselves to be too big for their britches.

Other updates coming in a little bit...have to go pick up my son from school.

Fortunately, we're in the wilds of Illinois. But, have had a bevy of very bold raccoons.

Sorry all, I'll have an update on Sunday. Camping out with scouts this weekend and finding it harder to do my GM posts than my player posts :)

Day 2 Continued

A little cheer goes up from the stairwell, led by the redhead as Maheem and Syl stand aside. Then, all of the crew standing around to watch the fight race up to the main deck.

You all make your own way up to the bright light of the main deck, only to pass by Scourge who does a double-take, glancing back into the cabin for a moment before recovering. All right swabs! Parrot, you're hauling rope today with Tibbs, Badger, and....where ever the hell Jape is! Thumbs, you're going to go with Red and Silent Hayes. Silent will show you the way to his favorite place - the bilges! You'll be cleaning them out today, have fun! Eggshell, you go see Fishguts. The rest o' ya, go see Mister Pluggs back by the poop deck."

So in case that isn't clear, Chak'Zirrak has Hauling Rope and Knot Work (with Giffer Tibbs, Badger and Jaundiced Jape once he recovers). Uriah and Raveneau are in the bilges with Sandara Quinn. Sorry Uriah, you are getting the worst of the worst here at the start. And something keeps pushing Raveneau and Sandara together.

Gimlet and Ursion:

Mr. Plugg scowls as the two of you come up to the rest of the riggers waiting for direction back by the wheel. "Where the f$+* is Tate?" he mutters. "Well, not waiting for bedheads. You two!" he gestures to Gimlet and Ursion. "You're on mainsail duty with Ratline...and Tate, whenever he gets up here."


You make your way down to the galley and see no sign of Fishguts. Grok calls out to you, "Fishguts isn't feelin' well but said sometin about you catchin' turtles t'day. Special request from the Cap'n. Here's a harpoon, hook n' nets."

Combat over unless you want to press it.
Syl rubs her jaw where Ursion's fist connected and she glares murderously at Atajay, "Cailean smiles on you today Eggshell. Enjoy your little victory. I hope you don't need sleep." She nods at Maheem and slinks off to the side while the massive Rahadoumi also takes a step back.

All, I am traveling today, so will post tonight. Atajay, if you're back from travel, you can act now that the sleep spell has gone off.

No kidding, you guys are tearing through them.

Raveneau's forehead drives into the half-orc's nose with a sickening crunch. For a moment, he stands, and then Atajay completes his spell. Jape drops to the deck with a thump. Before your eyes, Tate and Aretta also slump snoring to the ground. Syl and Maheem look determined to continue, at least for now...

Will Saves:

Jaundiced Jape 1d20 - 1 ⇒ (7) - 1 = 6
Syl 1d20 - 1 ⇒ (16) - 1 = 15
Tate 1d20 - 1 ⇒ (12) - 1 = 11
Aretta 1d20 - 1 ⇒ (9) - 1 = 8

Round 2: Gimlet, Chak'Zirrak, Raveneau, Atajay, Ursion, Uriah, Toadies

Current Map

Tate Will save 1d20 - 1 ⇒ (1) - 1 = 0 fails

Round 2: Gimlet, Chak'Zirrak, Raveneau, Atajay, Ursion, Uriah, Toadies

I think he might have mistaken it for a rat scurrying past.

Round 2: Gimlet, Chak'Zirrak, Raveneau, Atajay, Ursion, Uriah, Toadies

Ursion steps into the space Atajay just stepped back from (G6) and delivers a crushing blow to Chum's jaw, dropping him to the deck with a dumb and astonished look on his face. Uriah hovers back at the edges of the fight, feeling sick to his stomach and wondering what torture could be next.

Startled for a moment, the rest of the crew pause until a shout of "Fight!" rings out from the steps. Crew members crowd onto the lower steps to see what is happening.

Maheem and Jape take swings at Raveneau with Maheem connecting with a glancing blow to the side of Raveneau's head with Jape's wild swing catches only air.
Attack (Maheem Fist) 1d20 + 3 ⇒ (15) + 3 = 18
Damage (Maheem Fist) 1d3 + 1 ⇒ (1) + 1 = 2
Attack (Jape Fist) 1d20 + 3 ⇒ (6) + 3 = 9
Damage (Jape Fist) 1d3 + 1 ⇒ (2) + 1 = 3

Syl slips forward over Chum's body with a murderous look in her eye and swings at Ursion. Next to her, Aretta Bansion follows, also taking a swing at Ursion. Syl gets her legs tangled up in Chum's body and her attempt to scratch at Ursion's eyes takes harmlessly off his chest, but Aretta's swing manages to connect.
Attack (Syl Fist) 1d20 + 3 ⇒ (7) + 3 = 10
Damage (Syl Fist) 1d3 + 1 ⇒ (1) + 1 = 2
Attack (Aretta Fist) 1d20 + 3 ⇒ (11) + 3 = 14
Damage (Aretta Fist) 1d3 + 1 ⇒ (1) + 1 = 2

Behind them, emboldened by the blows struck by Maheem and Aretta, Tate decides to step up and take a shot at Raveneau, but the elf ducks under his blow.
Attack (Tate Fist) 1d20 + 3 ⇒ (5) + 3 = 8
Damage (Tate Fist) 1d3 + 1 ⇒ (1) + 1 = 2

Round 1 goes to the new recruits!
The crew on the steps cheers seeing the battle swing against Scourge's bullies.

Round 2: Gimlet, Chak'Zirrak, Raveneau, Atajay, Ursion, Uriah, Toadies


I'm sure it will become evident eventually. Maybe he'll barf on Scourge's boots.

Gimlet ducks and weaves under the legs of Chum and Maheem as Chak'Zirrak begins a strange trilling that somehow fills you with confidence and courage. Raveneau stands up to Chum, his spit flying right at the bridge of Chum's nose before his hand follows right into the flabby folds of Chum's stomach. The pirate lets out an "Oooof!" as Atajay begins casting.


I think D7 is your best bet, you catch everyone except Maheem there and would miss all allies except Ursion might step into the radius. Goes into effect at start of your next turn.


I have Chak'Zirrak in G7. Do you want to go to F7 and incur an AoO and possibly step into the sleep radius although you wouldn't know about that yet?

Needed to clear something up with Ursion before resolving the rest.

Chak'Zirrak, my apologies if that performance is your first round. If so, just let me know and I'll resolve everything.


Save wasn't the issue on the grog and the nauseated is purely seasickness.

Ya know, a map might help...

Current Map

Round 1: Gimlet, Chak'Zirrak, Raveneau, Atajay, Ursion, Uriah, Toadies

Ignore the hammocks and assume they're put away.


Give me a Perception or Heal check to notice. Otherwise, if Uriah complains of it, that will be suitable too. I'm fine with you directly asking people too.

Chum growls, "Yeah, well trouble found you, midget."
Round 1: Gimlet, Chak'Zirrak, Raveneau, Atajay, Ursion, Uriah, Toadies

Day 2


Atajay 1d20 + 2 ⇒ (12) + 2 = 14 succeeds
Uriah 1d20 + 3 ⇒ (1) + 3 = 4 fails
Poor Uriah is off to a rough start in this campaign.


You wake to the chime feeling terrible. The combination of being locked in the bilges all day and strong rum led you too a fitful sleep and it felt like all night the ship was rolling horribly making you sick to your stomach. Perhaps it is the misfortune of sleeping below deck instead of our under the stars.
Game effect: You are nauseated (unable to attack, cast spells, concentrate on spells, or anything else requiring attention, single move action per turn).

The chime of the ship's bell signals the start of the work day. For most of you, despite the strong rum and hard days work yesterday, you feel surprisingly good. Around you, your fellow crew members scramble to head up to the main deck for today's work assignments. As you join them to head up the stairs, you find your way blocked by six of Scourge's toadies. Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Maheem, Tam 'Narwhal' Tate, and Slippery Syl Lonegan stand in front of the steps.

More GM Rolls:

1=Atajay, 2=Chak'Zirrak, 3=Gimlet, 4=Raveneau, 5=Uriah, 6=Ursion
1d6 ⇒ 1

"In a hurry Cookie?" says Chum, letting out a mocking laugh and shoving Atajay in the chest.


Atajay 1d20 + 2 ⇒ (8) + 2 = 10
Chak'Zirrak 1d20 + 2 ⇒ (17) + 2 = 19
Gimlet 1d20 + 5 ⇒ (18) + 5 = 23
Raveneau 1d20 + 2 ⇒ (10) + 2 = 12
Uriah 1d20 + 2 ⇒ (5) + 2 = 7
Ursion 1d20 + 2 ⇒ (6) + 2 = 8
Toadies 1d20 + 2 ⇒ (4) + 2 = 6

Round 1: Gimlet, Chak'Zirrak, Raveneau, Atajay, Ursion, Uriah, Toadies

Sleepy first night :) Just need Gimlet and Chak'Zirrak

GM rolls:

Raveneau 1d4 ⇒ 1 1d8 ⇒ 1 1d3 ⇒ 1
Atajay 1d4 ⇒ 2 1d8 ⇒ 7 1d3 ⇒ 1
Chak'Zirrak 1d4 ⇒ 3 1d8 ⇒ 8 1d3 ⇒ 1
Ursion 1d4 ⇒ 2 1d8 ⇒ 7 1d3 ⇒ 1
Uriah 1d4 ⇒ 4 1d8 ⇒ 8 1d3 ⇒ 3

The strong rum leaves you feeling both giddy and exhausted. Even Ursion is feeling pretty darn happy by the time he finishes his watered down pint.
You are all fatigued, but also feeling giddy (like perhaps you have a Cha bonus) :)

Ursion heads below decks to get some sleep, finding that Scourge's toadies have staked off an area near the fore of the deck where they are playing cards, but that there is plentiful space for him to string up a hammock toward the aft.

Just need to know which ship actions you guys plan to take tonight (besides Ursion who is clearly going for the good night's rest). Sorry if I'm leaving you a little in the dark on the effects, but I think it will play out a little better that way.

Sorry all, I have a visitor in tonight. Thought I'd be able to slip off. Instead I'll have a further post up in the am.

Those that drink the rum straight find it to be staggeringly strong. It is quickly clear why some choose to water theirs down into grog.

I'll need a Fort save from everyone except Gimlet who needs to give me a Stealth check. Consider those standard rolls for the rum ration moving forward.

A flamboyantly dressed gnome seated near Uriah suggests, "It'll be unpleasant, but you'll find a couple buckets over there." He motions to a couple buckets near the rail. "You can haul up some seawater and wash yourself off. These lads aren't much for hygiene...even when you're injured."

After dinner, Atajay and Fishguts clear out the bowls, returning a few minutes later with the rum ration. Scourge shows back up as they return. "For our new crew members, enjoy the fruits of your labor today. You'll each have a half pint of rum at the end of the day to celebrate your good fortune in livin' through another day. So, drink up, enjoy it, and know that the penalty for sellin' or spillin' it is six lashes. Good night." With that, he stalks back off. You see the rest of the crew take their rations. Some start drinking immediately, others mix it with grog, but everyone seems to be partaking. Most now head belowdecks toward the berths on the Lower Deck.


Down in the galley, Fishguts replies, "Bescht keep your mouth shut about that shon. Mister Plugg ish a firm believer in what he calls dishipline. Bloody Hour ish every day. Some worsh than others." He shuts up as a young girl scurries through the door into the galley. Image "This ish Caulky. The captain's cabin girl. Here to collect the food for the officers. You and I will bring the food for the rest of the men up to the main deck." Fishguts hands her a pot of fish stew which she carries out the cabin. "I'm a good cook or the captain wouldn't keep me around. Don't worry, just do what I tell you and you'll be fine."


Sorry, meant to write that you were set free before the keelhauling. You're free now. I also forgot to mention that you are considered fatigued from the rigor of the day in the bilges.


Sandara Bluff 1d20 + 6 ⇒ (5) + 6 = 11
Sense Motive 1d20 + 2 ⇒ (12) + 2 = 14
You see she is trying to keep a steeled face, but her eyes and a twist of the mouth reveal she is as repulsed by this as you are.


Sense Motive 1d20 + 3 ⇒ (20) + 3 = 23
The crew is a really mixed bag. The six crew members who originally brought you up on deck all seem in favor or even enthusiastic about the punishment. Others seem to regard it as old hat and just the way of the ship. Some of the new members, especially a pretty red head and the man who just had lashes for shirking his work seem repulsed by the behavior.

A few minutes later, Fishguts and Atajay return to the deck with a couple large pots of fish stew that they ladle out to all who have kept their appetite.

Sorry for the huge blocks of text here at this point. After dinner, you'll be provided with daily rum rations and then you can elect to conduct a nighttime ship action...or not. I'll post that info now, but feel free to roleplay.

Nighttime Ship Actions:

Normally, you will take one nighttime ship action. But, you may attempt up to two more at night (total of 3). If you attempt a second one it will be during the middle watch in the dead of night. Only actions marked with an asterisk below may be attempted as the second action. If you do, you will have to make a Con check or be fatigued for the next day.
Sleep Go to bed early and sleep through the night (automatically recover from fatigue.

Gamble Play or gamble on a game of chance or pirate entertainment.

Entertain Make one perform check to entertain the crew.

Influence* Attempt to influence a single NPC.

Sneak* Take time exploring one area of the ship. You can take 20 on a single Perception check or other skill check, but must also make a check to avoid being discovered (Sleight of Hand or Stealth).

Steal* Attempt to open a locked door or locker. You must also make a check to avoid being discovered (Sleight of Hand or Stealth).


You'd estimate 24 crew and 6 officers in attendance, but you have seen others over the course of the day. You'd estimate around 35 total people on the ship.

Scourge snarls, "Well Hays, now you're going to be known as 'Silent' Hays. Take a lesson from Maheem over there." He motions to the tall Rahadoumi swab that helped drag Uriah to the bilges. "You'll have three lashes for speaking when you should have been listening. From now on, you can speak when Mister Plugg or I ask you too."

Scourge raises his whip and lashes at Uriah's back three times before roughly setting him and Cog free.
Lash 1 1d20 + 6 ⇒ (15) + 6 = 21 1d3 + 2 ⇒ (1) + 2 = 3 non-lethal
Lash 2 1d20 + 6 ⇒ (18) + 6 = 24 1d3 + 2 ⇒ (1) + 2 = 3 non-lethal
Lash 3 1d20 + 6 ⇒ (6) + 6 = 12 1d3 + 2 ⇒ (2) + 2 = 4 non-lethal

"And now we turn to Magpie." Scourge begins stalking around the mast. You notice for the first time a ship's clock attached to the mast over Magpie. It is a macabre brass-and-copper object depicting worms writhing through whale corpses. You recall hearing a chime that signaled the end of the workday earlier.

"Magpie was caught last night trying to steal from all of us. You all know the punishment for that, right?" Several of the crew should out, "Keelhaulin'" You notice that the original six that joined Scourge in bringing you up are the loudest among them. Scourge fixes an eye to each of you in turn. "That's right. Stealing. Killing. Earns a keelhaulin'

He motions and Maheem and Chum come over to help him untie Magpie. "Magpie admitted him crime to myself and Mister Plugg right after we caught him, isn't that right Magpie." You see they handle him roughly and a recent wound in his stomach causes him to wince as he nods his acknowledgement.

They drag Magpie over to the ship's rail where a rope is secured. Scourge unties the rope and then lashes it around Magpie. "Over the rail with him boys." You see a brief look of terror as Magpie is thrown over the rail by Maheem and Chum. Scourge walks over to the other side of the ship where Mister Plugg has already started to tug at a matching rope on the other side. Together the two slowly pull the rope.

DC 15 Perception:

You see that Mister Plugg in particular seems to take great relish in tugging at the rope.

Over a minute later, what emerges on the other side is barely recognizable as Magpie. His flesh has been ripped to shreds and the man is clearly dead. Maheem and Chum untie the body and throw it overboard.

Scourge calls out, "All right, now that's over with its time for dinner! Fishguts!" Fishguts motions to Atajay that it is time to go to the galley to bring up dinner.

DC 15 Heal:

Magpie took about 24 points of damage and drowned as well.


You can see that the storeroom is cramped and crowded with numerous barrels, boxes and chests. Each part of the door has a lock that looks extremely well-made.

Grok responds, "Hey Gimlet. If you're a rigger, its probably Plugg that has ya workin' the lines. I'll give ya some spirits to wash off the tar, but if ya want some gloves you're going to have to buy or trade for them."

Day 1 Bloody Hour

The day wears on, all of you continuing to work at the jobs you were assigned for the day, or waiting in the bilges for it to end. At last the cry goes up that it is time for "Bloody Hour" on the Main Deck.

In the bilges, Master Scourge and several of his lackeys pull up the trap door and bring Uriah and Magpie up and lash them to the Mainmast. A third man is also lashed to the mast. You catch murmurs that his name is Crimson Cogward. Some sailors seem to think he got caught fighting with Chum while others say he just couldn't carry his weight on deck today, but you see his neck turn bright red with anger as he is tied up.

Scourge sneers and shouts, "Three lashes for Cog today for taking a break from hauling rope without permission." His whip lashes out three times at Cog's back, leaving bright red welts in its wake.

He then turns to Uriah. You can see Plugg and the Captain watching with a couple other officers from the poop deck. "What's your name man?"

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