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![]() Janiven Attack: 1d20 + 4 ⇒ (5) + 4 = 9 Two more of the torbles fall to your attacks. Janiven curses as she once again misses the small bug in front of her. Attack on Lucina: 1d20 ⇒ 13
Once more, the bugs pinchers find their way into Morosino's leg. He moans and falls to his knees. He starts coughing and wheezing. "I...think...I'm...allergic..." he manages in between breaths. Round 4
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![]() As the day goes on, you all have the opportunity to meet your fellow shipmates and get a general layout of the ship. (This information is available underneath the Campaign Info tab.) Bedu:
As you begin butchering the job of butchering the pig, Fishguts’ jaw drops. ”Have you ever used a knife before?!” he asks incredulously. He steps in to help salvage the cutting. ”I’ll take care of this. You start making the fish stew. It couldn’t be easier. It’s just fish - minus the heads and bones - and water. Boil it up and get it ready for the crew.” As you begin making soup, you grow careless with the cutting and boning of the fish. Several heads and bones make it into the water. In an effort to add some flavor, you add several healthy handfuls of salt and pepper. Fishguts come over to test your soup and nearly vomits while choking down a bone. ”What in the divines is that?!” he asks, gasping for breath. ”How in the hells did you mess up soup?!” His face goes red - at first you think he might be choking to death, but it becomes quite clear that he is furious. He berates you, calling you names you’ve never heard and using an impressive array of curses. When he stops to catch his breath, you make your plea. His features soften significantly. ”All right then. I understand. But you’ve got to try harder. And pay attention. We’ve no time to make it better - you’ll have to suffer the consequences tonight. Tomorrow, we’ll do better.” He doesn’t clarify what the consequences will be, but when Plugg comes down to check on the new recruit, he smells the soup and sees the bones and heads floating on top. He looks to Fishguts who meekly points at you. ”Looks like our new recruit wants to poison the crew. I think you need a bit of discipline, boy. You head up above when the bell goes off.” He turns and leaves. ”Sorry, boy. We’ll do better tomorrow, eh?” Fishguts says, apologetically.
Foddertooth:
As the day wears on, it becomes quite clear that your fellow shipmates are largely messing with you. They have gravely serious faces as they hand over the notes, but as you sneak peeks at the unopened missives, you quickly discover they’re just base jokes about you and your fellow newcomers aboard. One individual in particular seems to take particular joy in causing you to suffer - Tam “Narwhal” Tate, the bulbous-nosed dwarf that knocked you out. At a little past midday, you are tasked with running a message down to the ship’s cook, Fishguts Kroop. While you’re there, you manage to swipe a sharp, nasty looking knife from the counter, while the cook is berating Bedu’s cooking skills. You’ve found the equivalent of a small dagger. Unfortunately, all the running back and forth across the ship takes its toll on you, and at the end of the day, you’re fatigued. You suffer a –2 penalty to Strength and Dexterity checks.
As the day wears on, most of you handle your tasks quite well. Only Alfonso seems to be earning a reputation as a bit of a dandy and worthless “bilge b!**$.” Multiple times throughout the day, Scourge walks past, scowling as the knots he was working on were worse than the time he walked by before. He snapped his whip multiple times in his direction, never hitting him, but clearly threatening that Alfonso better shape up and pull his weight. In late afternoon, Scourge walks up, accompanied by a fat, pushy bully who was working alongside you this morning. ”I think yer right, Fipps,” Scourge says, spitting at Alfonso. ”The fancy lad looks as clean an’ fresh as newborn babe. Look at me, boy,” Scourge says, again cracking his whip at Alfonso. ”You an’ me got a date for the Bloody Hour. Maybe that’ll teach ya’ ta do a better job.” He and Fipps walk away with a cruel laugh. As the sun begins to set, you all hear a loud ringing come from the main deck of the ship. It is coming from a macabre brass-and-copper clock, which depicts worms writhing through whale corpses. The clock makes a heavy reverberating tick each second, and chimes with haunting bells. Everyone gathers around on the main deck. There is a nervous, anxious energy that spreads over the crew. Finally, Scourge emerges from below deck leading two individuals - a woman and a man. Both of them are filthy beyond belief, but the man's face is drawn and empty - he looks like a shell of his former self. ”’Tis the BLOODY HOUR!” Scourge screams loudly, his face beaming with delight. ”For those newly aboard, this is one a’ tha ways we motivate the crew to do their jobs. Some of ye’ newcomers need a little motivation. Alfonso, Bedu and Rosie, step forward, please. Yer the guests o’ honor fer our little celebration.” Alfonso’s shirt is stripped off his back and he is tied to the mainmast. Plugg steps forward and says, ”This boy thought he could shirk his duties and not do his share of the work. That's unacceptable. Three lashes.” Scourge smiles wickedly and takes his place. After he finishes with Alfonso, Bedu is led to the mast. ”This dwarf couldn't even handle the simple task of making fish soup. You’re all about to taste his failure. Three lashes,” Plugg says dismissively. Lashes:
1 is an automatic miss Alfonso
Bedu
After Bedu, Rosie, the halfling violinist is secured to the mast. She was being punished for insubordination (“If you would've given me my f++$in' violin, I wouldn't be f$$$in' insubordinate!”), but remains completely silent during the punishment. As soon as the whipping is finished, one of Scourge's toadies - Narwhal, the bulbous-nosed dwarf - brings the man from the bilges forward. He is bound tightly in a rope. “Mr. Jakes Magpie here, stands accused of theft. He has admitted to his crime and accepts his punishment,” Plugg says, failing to conceal the look of glee on his face. “Before the evening meal, we will all witness the fate of anyone who dares steal from his brothers and sisters!” Without warning, Plugg pushes the man overboard. The man is drug under the boat for more than a minute before being pulled back on deck. All that remains is a bloody mess that has been torn to shreds. He is almost immediately thrown back overboard to be fed to the sharks. Perception DC15:
You notice the relish with which Mr. Plugg, in particular, tugs at the rope as the unfortunate Magpie is dragged under the ship. Heal DC15:
Inspecting the body before it is thrown overboard reveals that the unfortunate Jakes took about 24 points of damage from the punishment and drowned as well. After the Bloody Hour is over Kroop and a half-orc woman bring up the evening meal - a slaughtered pig for the officers, fish soup for the rest of the crew. The meal is largely inedible, with many of the crew forcing down the slop with angry glares in Bedu’s direction. The five of you all naturally end up sitting next to one another, as it appears no one else wants to be seen with you. Until, that is, a striking young woman approaches your table. She closes her eyes and mutters a few words. Instantly, Alfonso and Bedu feel a wave of healing energy wash over them. Chanel Positive Energy: 2d6 ⇒ (4, 6) = 10 “Name's Sandara,” the woman says, sitting down. ”Hope that makes ya' feel a little better. That Scourge's a right piece of work, that one. Tried to make a pass at me last night. Earned the back of my hand for that. And, well, I earned the 'cat' for that.” She smiles easily. ”Twas worth it, though.” She has a fiery red mane of hair that sits beneath an exquisite tricorn hat. She dresses to accentuate her figure, and her whole appearance speaks of the sea, from the seagull feather in her hat to the sailor tattoos on her arms and the clay pipe thrust into the corner of her mouth. “You can't have too many friends on a ship like this, and you lot look like you could use one.” You've met Sandara - and she is helpful towards you! Feel free to role-play the dinner - I need a break! Post-dinner activities coming shortly. Also, the Campaign Info thread has updated to reflect the NPCs, a map of the ship, and your current conditions. ![]()
![]() Round 2 Recap
The torbles prove to be tricky targets for all but Enera's splashing acid flask. Their numbers dwindling, the torbles begin making an high-pitched clicking sound. As if on cue, several more torbles emerge from the sludge and make their way onto the walkway. Attack on Janiven: 1d20 ⇒ 6
The torbles all attack, once again having a hard time landing blows. Only Morosino and Iolana feel the sting of the torble's bites. Round 3
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![]() Sorry for the delay, everyone! As the bodies fall from the mast, Plugg and Scourge laugh cruelly - even when the injuries are deadly serious. As Akadi, Foddertooth and Alfonso violently hit the deck, Plugg looks down at their broken bodies for a moment with a sour scowl and calls for a sailor to "bring Longfarthing." A few minutes later, a tall, severe woman emerges from below deck. She sees the bodies sprawled on the deck and withdraws a wand. Pointing at each of the bodies, she casts a healing spell on you all. Feel free to roll as many cure light wounds spells as you need to get yourself back up to full or near-to-full health. As Bedu gives up on the climb, Scourge lashes out his whip. 1d20 + 6 ⇒ (15) + 6 = 21 for 1d3 + 2 ⇒ (1) + 2 = 3 Take 2 points of nonlethal damage, Bedu. "Think yer smart mouth will save you from work, boy? You do as Plugg says. Get back on the ropes!" "Shut it, Scourge," Plugg barks. "This one will be Fishgut's new mate. I'm tired of eating rubbish. This one says he can cook? Let's have him prove it." As Isabella reaches the crow's nest first, Scourge let's out a laugh. "So boys, looks like we got a lass 'manning' the rigging now. Think we should get her some pants or make her keep the skirt?" Once everyone is back on the deck, Plugg announces your new duties. "Fair bit o' climbin' wench. You're among the riggers. Today, I want you doing some line work - we'll see if you can carry your weight." Line Work is the difficult work hoisting and lowering sails, requiring a DC 10 Profession (Sailor) or Dexterity check as well as a Fatigue Check. "The rest of you, apart from the dwarf here, are the new swabs. Scourge will get you acquainted with your tasks. You, dwarf, come with me. I'm bringing you to Fishguts." Scourge smiles cruelly. "All right ye filthy lot. Ye heard 'im. Yer under my command now. Ye do as I say, ye pull yer weight, and ye might stay outta the sweatbox." He looks around and begins assigning tasks. All of the job-related information is going to be included in the Campaign Info tab, but for today, see the spoiler below for the description of your duties. Akadi: 1d6 ⇒ 6 = Repairs
Job Descriptions:
4: Hauling and Knot Work: Tying and untying knots in the ship's ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (Sailor) or Strength check and a Fatigue Check. 5: Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship, requiring a DC 10 Acrobatics check and a Fatigue Check. A character with the Run feat or a Landspeed of 40 feet or more automatically succeeds. 6: Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope, requiring a DC 10 Profession (Sailor) or Dexterity check "Now get to it!" Scourge yells. Bedu:
You follow Plugg below deck into the galley. The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber. The kitchen is a madness of dirt, food, and knives. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. You spot who you assume is Kroop. He is wearing a filthy apron covered in various stains and remains. As you get closer, the smell of alcohol is staggering - it is clear this man likes his drink. Plugg looks at him with disgust before saying, "Here's your new assistant. The cap'n wants a special meal tonight - you think you can handle it?” he asks. Kroop nods and Plugg turns to leave. ”You're here to serve me, got it?” he says, his voice deep and rich. Kroop doesn't appear to be drunk at the moment, which is positive. "You do as I say and you'll do just fine. We keep this ship running with our cooking - any foul up is sure to foul us up, if you take my meaning.” He looks up the stairs to be sure that Plugg is out of sight before saying quietly, ”It’s poison, this ship, 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’d 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. You'd be wise to keep your head down, too. Do your job. You'll be fine.”
You must make a Profession (Cook) or Survival Check to slaughter the animal, then help Kroop to clean, cut and prepare the carcass.
Anyone who is unaccustomed to life on board a ship needs to make a DC 5 Fort save or be Nauseated for the day due to Seasickness. This may impact any checks you make for the day. I leave it to you whether or not your character would need to worry about this. Also, when posting your checks and what daily action you'll be taking during work, feel free to elaborate on what you do and how your job work goes. This doesn't need to be just a series of skill checks and that's it. ![]()
![]() As Stanley steps forward to hex the bug, he quickly realizes that his hex has no effect on the mindless bug. The remaining torbles scuttle around. One leaps across the small channel to attack Morosino. One attempts to move under Janiven, and she quickly tries to stab at it. 1d20 + 4 ⇒ (19) + 4 = 23 She manages to skewer it before it can reach the teen behind her. Attack on Janiven: 1d20 ⇒ 9
All of the torbles attack the one closest to them, but only one lands a bite. Iolana takes two points of damage. Round 2
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![]() Lucina's rapier misses wildly, but she manages to slip past the insectoid-like creatures without provocation - the group's arrival seems to have caught them slightly unaware (the creatures are flat-footed and aren't granted an AOO). Enera makes quick work of half the group of nasty bugs - her well-placed throw lands squarely in the middle of the creatures and splashes onto each of them, getting enough of the flame-induced mixture to ignite their oozy flesh ablaze. The fires quickly die down, but so too do the bugs. Janiven quickly steps into action, drawing her finely honed longsword, taking a short step forward and stabbing at the torble directly in front of her. 1d20 + 4 ⇒ (7) + 4 = 11 Unfortunately, she isn't quick enough to poke the bug, and her sword clangs against the concrete. Leeka takes a short step to her right (I took some liberties - hope that's ok) and attempts to squash the bug with her fist. It makes a satisfying squishing sound as she successfully lands the blow, killing it instantly. Still need Stanley's action and I'm a little unclear on what Tervon wants to do - are you wanting to move forward, or are you fighting defensively? ![]()
![]() Whoa - that's crazy. But not entirely unexpected (hence the bump to level 2 - which does a Sorcerer very little good). The first mate wouldn't actually let you die. After your first two falls, he would keep you on the deck and have a tall, severe woman come over and heal your wounds. They can't afford to lose any crew. That said, it's up to you - you can roll up a new character if you'd like, or proceed with Alfonso. I'm not afraid of characters dying, but also want to give them a chance to survive, you know, beyond the first rolls of the dice. ![]()
![]() And we're off! Good luck with your checks. A couple of things to note:
2. Please add your characters key stats (similar to Isabella) below your character's name. Unfortunately, I'm new to these boards, so I'm not sure how to do that - can one of you vets please advise? 3. I believe this AP will require a lot of player initiative to keep things moving. I'll do my best to narrate your success and failures, but as you'll see, there are numerous, daily checks that need to be made. I'll describe more in the future, but I'll be leaning on you all a bit to keep things moving. This climb check is one such example - I'd like for you to narrate your success and failures as best you can. Let me know if you have any questions! ![]()
![]() Dice Checks:
Alfonso Bluff - 1d20 + 3 ⇒ (8) + 3 = 11 Sense Motive - 1d20 + 6 ⇒ (1) + 6 = 7 Whip Attack 1d20 + 6 ⇒ (18) + 6 = 24 for 1d3 + 2 ⇒ (1) + 2 = 3
"Ye'd best wisen up, boy," the foul man says at Alfonso. "Ye're aboard the Wormwood now - newest member o' the crew. Now get ye're ass up there like yer mates." A moment later you hear the sharp crack of a whip in seeming response to Foddertooth's words. Fodder takes 3 points of non-lethal damage. "Watch yerself, wretch," the man says. "Twoudln't be nothin' ta throw ya in the drink, ya filthy maggot - none aboard would miss ye' none. Now shut it and fall in line." Foddertooth:
The only face you recognize is the bulbous-nosed dwarf you threw a beer at - and missed - the night before. You remember his cocking back and knocking you out - which is also the last thing you remember. He, in particular, is giving you a nasty glare. As you emerge from below deck onto the main deck, you are once again blinded, but this time by the bright, morning sun. It’s quickly apparent you are on a sizable ship in the middle of the ocean, far from any land. Port Peril and the mainland of the Shackles are just an ochre haze many miles astern. Figures cluster around the ship’s mainmast, looking up at the higher deck on the stern, where two figures stand. One of them is a broad, muscular Garundi man with a shaven head, a long beard bound with gold rings, and an eye patch. The other is a younger, balding man with a long black ponytail, wearing a long coat and carrying a well-used cat-o’-nine-tails. You immediately notice that you are not the only new recruits — four others are standing with you on the deck, set apart by their relative cleanliness and their apparent unease. They consist of a human male, human female, female halfling and male gnome. A dozen or so other pirates, clearly existing members of the crew, stand about on the deck or in the ship’s rigging. After you're all up from below deck, the Garundi man speaks out over the crew, his loud voice clear and imposing. "Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that you’ll ever need to address me. I have only one rule — don’t speak to me. I like talk, but I don’t like your talk. Follow that rule and we’ll all get along fine." "Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone. Mr. Plugg!" The pony-tailed man steps forward. "If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em." His speech concluded, he turns and walks away. Mister Plugg comes down the stairs towards the lot of you, an unpleasant smile on his face. The other veteran sailors move off to be about their tasks as the nine of you face the captain's first mate. "Alright you filthy bilge rats, you heard the Cap'n! My name's Mr. Plugg and I will make pirates out of the lot of you. You lot of soft land lubbers are probably worthless at the moment, but we'll find out just how worthless right now." He moves towards the large main mast at the center of the deck. "First thing's first, we need a new rigger as our last one fell a bit too far into his cups the last time he tried to go to work." Plugg tilts his head up to look at the crow's nest high up at the top of the mainmast before barking his orders. "Get your asses up those ropes to the crow's nest, on the double!" The four other press-ganged crew scramble at Plugg's orders towards the ropes and guidelines on the side of the ship, starting to climb meekly towards the crow's nest. The crow's nest is 60ft above the ship. You move at 1/4 your normal speed on a successful climb check (DC10) or 1/2 speed with an accelerated climb (DC15). With 30ft movement, assuming normal Climb movement and no failures, you need 8 successful checks. Please post 10-15 checks so can determine how long it takes you to get up there - if you make it all. ![]()
![]() And just like that - we're in combat! We're going to try a mix of abstracted and mapped out combat - I'm not adding grid numbers, so just do your best describing where you end up and I'll do my best to interpret it. The two round tokens are Janiven and Morosino (just in case that wasn't clear). For future combats, will you all please add your initiative modifier to your stat block below your name (if you haven't already)? Good luck! ![]()
![]() You walk for several minutes, following the numerous twists and turns of the dark sewers. The smell, for those who haven't taken precaution against it, is horrendous, but causes no ill-effects apart from an ever-present gag reflex - at least for now. At several intersections and junctions, it takes only a moment for Janvien to spot the rough sword marks, all about shoulder height for an average-sized human, but as you press on, you notice that Janiven appears to grow slightly distressed. As you take yet another left turn - apparently arriving back where you were only moments before, she stops in frustration. "We didn't have time to mark every intersection, but I know we've done more than this!" she says, peering into the darkness for some sign of recognition. "I wonder if someone - or something - is removing them?" She stands in silence for a moment - but that silence is interrupted by the sound of scuttling footsteps. It doesn't appear to be the Hellknights - unless they've removed their heavy boots - but it does appear to be heading in your direction. "We don't want to mess with whatever's down here!" Janiven whispers, quickly making the decision to press forward across a narrow walkway above the running filth. Fortunately, the sound of footsteps quickly fades behind you, but unfortunately, this direction seems to have taken you the wrong way, as no intersections or swords are to be seen. With no other alternative, you continue to press forward, eventually stepping into a large, oddly shaped room with four exit tunnels and multiple sewer channels. One part of a channel connects to a long cesspit. Several large wooden planks form a simple bridge over another section of the channel. As Janiven approaches the plank she stops and holds up her hand. "Listen...what is that noise?" As if on cue, you hear what sounds like a dozen small creatures emerging from the ooze and scurrying onto the slick stone walkway. Leeka, Lucina and Enera:
Moments after the sound, you see a dozen small creatures emerge from the ooze. They look at first glance like a colorful, animate blob of slime, but their thin insectoid legs and eyestalks suggest it is a more advanced creature. Janiven curses. "Shit. We've walked right into a nest of torbles. Prepare yourselves!" Cue Final Fantasy combat music... Dice Rolls:
Initiative Enera - 1d20 + 2 ⇒ (19) + 2 = 21 Iolana - 1d20 + 1 ⇒ (3) + 1 = 4 Lucina - 1d20 + 5 ⇒ (18) + 5 = 23 Tervon - 1d20 + 2 ⇒ (10) + 2 = 12 Stanley - 1d20 + 2 ⇒ (9) + 2 = 11 Leeka - 1d20 + 3 ⇒ (16) + 3 = 19 Janiven & Morosino - 1d20 + 2 ⇒ (19) + 2 = 21 Creatures - 1d20 + 2 ⇒ (2) + 2 = 4
Round 1
Stanley, Tervon and Iolana - you can't actually see any creatures yet, as you're too far back in the tunnel. The walkway is slippery, so any Acrobatics check become more difficult, and passing by your comrades counts as difficult terrain. It is possible to leap across the channel with a DC15 Acrobatics check. Failure means you end up in the sludge. Initiative Order: Lucina, Enera, Janiven, Leeka, Tervon, Stanley, Iolana, Creatures ![]()
![]() The first gameplay thread is up. Feel free to post as you're able. Please put all gear in a separate spoiler titled "Confiscated Gear" under you profile for now - apart from the gear indicated in the first post for a couple of you. If you hadn't finished buying gear, go ahead and do so, but put it all under the "Confiscated" section. It begins! ![]()
![]() You're awakened by the movement. You feel an endless, ceaseless rocking beneath and around you. Your stomach surges at the motion, a sensation that brings with it the remembrances of last night's revelries - the ringing laughter of a wild night, the heady joy of excess, the scents of rich stewed meat and perfume lingering in your nostrils. But those pleasant memories are replaced by more pressing sensations - namely your cheek pressing against rough, splintered wood, a throbbing pain in your skull, the sickly taste of cheap wine in your mouth and stiffness in your joints. You've clearly had a night worthy of a mighty pirate of the Shackles. And the hangover to prove it. Before you can sit up, your other senses begin to engage. First, sound - a steady creaking of shifting timbers. Quickly followed by smell – tar, salt, sweat. Finally, sight. Opening your eyes, you quickly close them in response to a bright light stabbing into them, cast from a lantern held right before you. "Still abed with the sun over the yardarm?" snaps a rough voice, far too loudly. A vicious whipcrack punctuates the sentence, sending a new wave of pain through your head. "On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" As your eyes adjust to the brightness, you can make out the speaker. A scar-faced man, of average height but above-average ugliness, snarls an expression that might be one of pain on a less hideous human, but appears to be his version of a smile. With him are half a dozen rough-looking sailors, carrying saps and nasty glares. You're aboard a ship. With a filthy, ugly and unhappy crew. Against your will. Comprehending your situation, you quickly try to move your limbs and discover you're unbound, but completely stripped of all your belongings, apart from the clothes on your back. Isabella:
In addition to your clothing, you've managed to smuggle on your thieves tools. Akadi:
You're still wearing your holy symbol. Alfonso:
You feel in your pockets and discover that all of your belongings have been confiscated except for the dice you were carrying. And so it begins. Welcome to the Sweet Trade! ![]()
![]() As you crawl through the door and down the tunnel into the sewers, you see and hear Janiven trying to delay the Hellknights by bolting closed the kitchen door and pulling down shelves to create obstacles. She then follows the group down into the darkness. DC15 Knowledge:Local or Engineering:
Westcrown’s sewer system is a marvel of ancient engineering, designed by the same geniuses who built the Arch of Aroden in Corentyn. Though Westcrown is barely above sea level, the cleverly designed sewer tunnels continue to carry Westcrown’s filth away, and for the most part, citizens never think about the sanitation process that keeps the city relatively free of waste-borne illness. Rainwater enters the sewers from tiny barred grates in the streets, most so small that a halfling child couldn’t squeeze through, and travels through an angled pipe that directs the runoff to the closest tunnel’s drainage side, exiting about a foot above the peak flow-level of the sewer channel. Tide-powered wheels on the northwest and northeast coast draw water upward from the river and bay, causing a slow trickle into the sewers and keeping solid matter from building up over time, creating a slow current flowing toward the southern part of the city. Three points along the southern edge of the sewers bear similar tidewheels, each connected to a mechanical screw that slowly pumps waste downward into a mile-long underwater pipe that empties downriver, its length protected by check valves to prevent water from flowing upward into the sewage system. The sewer mechanics require very little maintenance and have hand-cranks for manual operation should an unforeseen circumstance render the automatic devices inoperable. The build of the sewers ensures that the tons of waste generated by the city never risk contaminating it. Entrances to (and thus exits from) the sewers are relatively rare. Since the sewers are so well engineered, the need for cleaning and maintenance is lower than in most cities. Entrances consist of rusted metal ladders leading up from the sewer to rectangular iron trap doors 10 feet
"Thank you for the light, Stanley - can anyone else conjure up any lights for us?" Janiven asks, quickly stepping forward to lead the group down along a 20-foot-long, 5-foot-wide hallway to a simple wooden door. Once all have passed through the door, she bars it shut behind her. With the small light created by Stanley's conjuration (and anyone else who contributes), you see the sewer tunnel running to the left and right. Morosino moves close to the wall and points out a crudely drawn sword. "We created these marks when we were scouting the sewers," he explains. "They always point in the direction of the safe house." "Indeed, Morosino. Should we get separated, gods forbid, keep an eye out for these marks. They'll guide you in the way you should go," Janiven says, as she moves towards the wall on the other side of the door and pushes aside a rock. "Good. They're still here," she says, pulling out a small bundle wrapped in cloth. Opening it, she reveals a small cache of healing potions. "Put these here a couple weeks ago in case of emergency. I hadn't intended to use them so quickly." She hands over two potions to each of you, leaving two for her and Morosino. You've each gained two potions of cure light wounds. "Let's be off," she says, walking in the direction the sword's pointing. As you walk, it doesn't take long for the noise of the Hellknights back at Vizio’s Tavern to diminish “They might take a few minutes to search in the tavern, but some are going to follow us down here after they grab a lantern or make torches. They might even try to infiltrate the sewers ahead of us if they can guess our route. We need to keep moving." Ok - so this will be two posts in a row without strong hooks for action - but I need to know what you're all up to in this dank, dark place. Also, let me know a preferred marching order and what you're carrying, if anything. ![]()
![]() I'm fine with the scimitar, and it's up to you whether you take your familiar now or later. Again, I'm big on backstory, so if Bedu would have had an animal friend through your travels, he should start with one. If it happens later, I'm good with that, too! If you decide to start with one, I solemnly swear not to kill it without provocation or story. :) ![]()
![]() "Yes, of course, discretion and caution is critical," Janvien responds to Stanley, clearly growing excited that despite everyone being strangers, a unified voice seems to be taking shape. She nods approvingly at Lucina's speech and considers Iolana's questions before responding."We've taken a great risk calling you all together at one time. But these types of meetings are necessary for the steps to come. We have discreet spots around that we can leverage, but I'm getting ahead of myself. To begin, we will..." A sudden excited pounding at the front door interrupts Janiven. Jolting upoward and adopting a defensive posture, Janiven peers through a window at whoever’s knocking, then swiftly moves to the door, unlocks it, and opens it. In stumbles an out-of-breath and frightened-looking teenager “They’ve got Arael!” he calls out, before immediately doubling over in a fit of coughing. Janiven’s face grows grim. "Calm down, Morosino. Breathe. Now then...explain yourself. What do you mean? Who has him?" After a few more gasps, Morosino blurts out, “The dottari nabbed Arael, and the Hellknights of the Rack are trying to get custody of him! There’s a bunch of Hellknights on their way here now! I only just made it in here; they’ve already surrounded us!” At that point, the sound of clanking armor advancing on the tavern becomes apparent. Yet Janiven remains calm. "I fear I have put you all in great danger," she says. "I am so sorry." Again she is interrupted by a hammering on the doors. "Come out! By the order of the Rack, we command that all occupants of the tavern come out at once!" a booming voice commands from the other side of the door. Springing to action, Janiven runs to the back of the tavern, whispering for you all to follow. She and Morosino swiftly behind the bar, where they lift up a heavy trap door in the floor. As the pounding on the door increases, she breathlessly whispers, "This shaft drops down into the Westcrown sewers. By fleeing along this route, we should be able to lose the Hellknights quickly." The following has happened in the span of about :45 seconds. Feel free to respond at any point during the above, but we're currently waiting to see whether or not you go down the rabbit hole... ![]()
![]() @Bedu - not to cop out, but I'd say the best language choices are the ones your character would know based on his life experience. You'll meet all manner of folks in the Shackles, speaking all manner of languages. What would Bedu know? For those with Hero Lab, will you please email me you .por files? You can send them to Paizo Todd at g mail dot com (without any spaces, obviously). That will save a nice bit if time. Also, if someone doesn't have Hero Lab, let us know - either I or, hopefully, one of your peers will create your file. It just makes validating and tracking super convenient on my end. ![]()
![]() A foul-looking man with long, stringy black hair and beard stands with his back to the room, lazily drinking a mug of foul-smelling ale. A slightly crazed looking woman stands at his side. ”What new bloods have ye’ rallied fer our crew?” the man asks with a sidelong glance to the woman. ”The lubbers ye’ brought aboard las’ night are a poor sight fer sea dogs. The cap’n needs some seaworthy lads and ladies to join his crew.” The woman nods manically, and slides over a crudely written list. The man takes a long swig before picking up the parchment. He glances it over and shakes his head. ”This is the best ye’ can do? There’s none more worthy?” he casts a sideways glance towards the woman - her head is hung. ”Well, tell me about these lubbers. Start with the dwarf.” ”That one goes by the name ‘Poodu’ or some such,” she answers quickly, pointing to the exotically dressed dwarf. ”Don’t seem ta have much in the way o’ sea legs, but he looks to comes from wealth. If nothin’ else, maybe some folks back home are willin’ ta pay ta see ‘im again?” ”We’ll see if survives long enough ta’ make it worth our while,” the man responds. ”Looks like we got another fancy one on the list. Tell me about her.” ”That one’s some poor bastard’s widow. Been looking for husband for a while now, I ‘spose. Seems ta’ be puttin on airs, ta’ me. But ya’ shoulda seen the way she cut a fool who had half a mind to make advances toward her. He won’t make that mistake again soon,” she says, laughing cruelly. The man is unamused. ”What about this one?” ”That one seems ta’ have a bit o’ magic ‘bout him. I saw him picking’ somethin’ up without usin’ ‘is hands and freeze his mug to cool his ale. Bet that’s not all ‘e can do. Ah, but this one - this one I’m ‘cited ‘bout.” she says, pointing to the first name on the list. ”She’s somethin’ of a Mwangi magic lady ‘erself. Not sure what all she can do, but she carries ‘erself like she’s got power inside ‘er. But more’n that, she’s been on a ship prior - knows her way ‘round a bit from the sound o’ it.” She looks the man, clearly hoping for approval. The man scans the list before spitting on the floor in disgust. ”Ye’ve got ta be jokin’ with this one. A bloody goblin aboard our vessel?! Ya tryin’ to ignite our ship - yer home - ablaze?!” Her face falls as she responds. ”About that one - ‘e’s already aboard, sir. Seems ‘e got drunk and picked a fight with Narwhal. The goblin made fun of ‘is nose. Narwhal made fun of the gobbo’s ears. Gobbo tried lobbing a mug o’ ale at Narwhal but missed, and Narwhal knocked ‘im out cold. Took the creature aboard a bit earlier - it’s sailed afore and if nothin’ else, could provide a bit o’ entertainment for the men, right?” she answers, looking back up hopefully. ”Least none of these seem ta be the fightin’ type - or at least good fightin’ type. Shouldn’ put up much of a fight if they become - unhappy - with their station. Bring ‘em aboard. We set sail in a couple a’ hours.” He takes a long swig to finish his mug and throws a coin on the bar. Adjusting his coat he looks out over the room again, spits and heads out the door. The New Recruits
Thanks again to all who applied. If you weren’t selected for this game, I hope to see you around the boards in some other, grand adventure. For the new recruits, head over to the discussion thread to get checked in. Happy gaming, all! ![]()
![]() Hello, and welcome to the game, future scallywags! Thanks for all your applications - I look forward to playing with you. If you haven't already, finish up your profile and create an alias for your character. Let me know when you're ready for me to review your crunch. Just as a refresher, here are the guidelines;
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![]() @Alfonso - Except, of course, the complete and utter ability to break the game with high-level spells. ;) And no, sorry, no Haleen traits allowed. @Everyone - I'm thinking I need to wrap up recruitment. The number of quality submissions is staggering. I'm a newcomer to Paizo.com, but I'm already blown away by the creativity here. As such, the deadline for submission is tomorrow, Saturday April 5, at 11:59 p.m. I will then review the submissions and pick a group of players. Current List
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![]() "Well said, Tervon!" Janiven responds, looking expectantly towards the rest of the group before allowing herself another glance towards the door. Caught by Leeka, she responds, "Oh, no trouble...no trouble. I apologize for rudeness." In an effort to calm herself, she turns completely away from the door. ![]()
![]() @Samy - I'm good with any known languages, assuming your character would have a valid reason for knowing them. And thanks for the clarification on Fast Learner. @Akadi - If you're wanting to take both bonuses, I'm afraid I can't be that lenient. That's too OP, I think. @Aria - Get some sleep! Current List - I skipped Kaars again (sorry)
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![]() @LilWilly - Sure. @Akadi - What were you wanting to do with "Fast Learner"? I'm not sure I understand. I'd like to wrap up recruitment this weekend, so get those characters submitted. I already have a rough road ahead of me to make a choice - not sure my heart can handle too many more great submissions. But keep them coming if you have them. ![]()
![]() The soup is salty, bland and a little burned - but it is edible. Janiven listens in to your conversation, but doesn't join in. She nods in agreement as appropriate, but largely seems preoccupied with the bar. When asked why she seems nervous, she looks momentarily agitated before calming herself. "Shadow beasts stalk the unlit streets after dark." she explains. "I merely want to keep an eye out. Our meeting won't keep you out after dark, but should anyone require lodging tonight, I'm sure arrangements could be made." Once dinner is over - or at least you've finished eating - and with still a few hours to go before sundown, Janiven locks the front door and shutters the windows, then takes a deep breath and thanks you all for attending the meeting. Pulling a chair up to the table, she again assures you that you’ll be done in less than an hour, with plenty of time left over for everyone to get home before sunset. “Again, thank you for agreeing to meet with me here. We...I have chosen each of you for a singular reason - everyone here, myself included, has suffered, whether we realize it or not. I have lived in Westcrown my whole life, and although I love this city, I must admit, as must you, that despite our peace and prosperity, we continue to suffer. Fear should not be an expected part of life, and yet each night brings fear to our doorsteps. Yes, Westcrown has been safe from war and famine for nearly seventy years, and yes, our businesses has prospered—but this safety and prosperity has been bought in the coinage of fear and prayers to Hell. Other lands live free from tyranny. Other cities do not fear the night. Other governments do not cede the streets to monsters of the infernal shadows. Westcrown was once such a place, and she wants to be such a place again. Westcrown is not only her buildings and canals and docks and history—she is also her people. Westcrown is our friends and neighbors, our mothers and fathers, our siblings and cousins, our sons and daughters! With but a small group of supporters and dedicated brothers and sisters, we can earn the trust and admiration of those people. A Westcrown free of these shadowy beasts that stalk our streets is one step closer to a Westcrown free of the devil that is the Thrice-Damned House of Thrune!” Her speech is short, but delivered with great passion. It is also treason. You all know a friend of a friend - or perhaps even someone closer - who was taken away and executed for far-less inflammatory speech. She leans back in her chair, meeting eyes with each of you, but saying nothing more. She nervously glances toward the door again, before turning her attention back to your group. ![]()
![]() Man, I'm having some challenges! Ok. Here's the list. I hope. Ford Benett - Human Gunslinger
If I've missed you previously or again in this list, it's not a reflection on your character, but a reflection of my inability to pay attention! ![]()
![]() Whoops - looks like I missed a couple. Updated list below. Ford Benett - Human Gunslinger
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![]() Wow - even more applicants! The task grows more difficult... Here's a list of who's applied - let me know if I missed yours. Ford Benett - Human Gunslinger
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![]() Sorry - meant to include these in the inaugural post. Shouldn't change your interactions so far... DC10 Knowledge: Local or Diplomacy - RE: Janiven:
Janiven is not unknown in Westcrown. She’s worked for several guilds and mercantile interests, sometimes as a caravan guard but more often as a city guide and bodyguard for visiting merchants and business partners that the guilds want to keep out of trouble with local thugs or the shadow beasts that patrol the streets at night. Janiven has a reputation of being a bit rash (for example, she recently dragged her charge half-dressed out of a whorehouse when he refused to head back to a safer part of town before sundown) but quite trustworthy—everyone you talk to has nothing but praise for the woman. DC10 Knowledge: Local or Diplomacy - RE: Vizio's:
You learn/remember that Vizio's is named for the family that once ran the establishment. Vizio’s was a place where merchant guards went to relax, gripe about their employers, and look for more work. Several months ago, however, the Vizio patriarch passed away, and the surviving family moved out of Westcrown to go live with kin in distant Corentyn. DC15 Knowledge: Local or Diplomacy - RE: Vizio's:
The place has new owners reputed to be a half-elf man and a human woman - although they seem to be taking their time getting the tavern off the ground and open for business. As you all arrive, Janiven greets you with a smile and a drink, acknowledging that she is, indeed Janiven and she's grateful for your arrival. "But I'm afraid we must wait a bit longer before we begin discussing why we're all here - I'm expecting one more..." she says, when pressed for more information. After all are gathered and have introduced themselves, Janiven brings out a steaming pot of soup and a plate of a dark, rye bread. She sets them on the table and returns with bowls and spoons. "Here you go - it's not much, but it's my mum's recipe. I think I mostly got it right..." she says, before returning to the bar and absentmindedly wiping it down with a kerchief while occasionally glancing out the windows. Stanley and anyone with Sense Motive DC15: You get the sense that Janiven is sincere, but unnerved. She's being truthful, but something is bothering her. ![]()
![]() @Glade - I don't look at alignment very closely or use it to restrict classes. I consider it more of a guide for rp'ing - if your character acts dramatically different from scene-to-scene, I'll call motivations and rp'ing ability into question. @shadowy - I'd prefer published classes as I haven't even looked over the new class guide. But if someone were to build an interesting character with one, I'd certainly consider eh concept. @lilwilly - I'm fine with that. @everyone - sorry, forgot to clarify that you only get first level gold for your class. The second level is to increase survivability and make your characters more interesting - particularly with the 15-point buy. Excited by all the initial interest. Looks like I have another tough decision ahead of me. |