Female Anthropomorphic Representation of A Divine Influence Oracle 20
The well-endowed woman gasps at the darkness, before scowling and spitting at the floor. She assumes a rough fighting stance, as Bratix reaches the stair case and tries to sneak past her. The woman throws her arm back and attempts what would be a crippling uppercut. However, the tendrils of darkness in an already dark ship leave the woman with an empty swing, and she staggers forward slightly. This gives Bratix just enough room to sneak past and sprint up the stairs. Oblivious to Bratix’s escape, Grunt roars at Fipps and throws another punch at him. Unlike before, this one connects solidly with the fat man’s multiple chins. There is enough force in the punch that Fipps is physically spun almost 180 degrees, but he manages to stay standing. Despite this, he seems determined to stay in the fight. He sees the dagger and hears Nico’s words but just yells back ”Master… eugh…. Master Scourge said you ain’t scary, and I believe him! Master Scourge said to rough youse up, and that what we’ll do.”
Astein’s scream (inaudible to everyone else) seems to again stagger fipps only momentarily. A thin rivulet of blood trickles down from each ear, but he seems hellbent on fighting his foes off.
Combat Ends Dice:
Fipps Initiative: 1d20 + 2 ⇒ (1) + 2 = 3 Unknown Pirate 1: 1d20 + 2 ⇒ (6) + 2 = 8 Unknown Pirate 2: 1d20 + 2 ⇒ (6) + 2 = 8 Unknown Pirate 3: 1d20 + 2 ⇒ (3) + 2 = 5 Attack of Opportunity: 1d20 + 3 ⇒ (15) + 3 = 18 Darkness chance: 1d100 ⇒ 42 Willin’: 1d20 - 1 ⇒ (20) - 1 = 19 Fortin’: 1d20 + 3 ⇒ (15) + 3 = 18 Throwin’: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6 Damagin’: 1d4 + 1 ⇒ (3) + 1 = 4 Willin’: 1d20 - 1 ⇒ (1) - 1 = 0 Initiative: Bratix (24) Grunt (18) Nico (10) Pirates 1&2 (8) Astein (8) Pirate (5) Fipps (3) Lorin (3)
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Yeah, sorry about the last week guys. I should be back to my regular schedule now, I just had a crazy weird week. Lots of stuff went wrong, lots of stuff got crazy busy, but it ended really well in the end. In fact, I went to the casino Saturday night, put $20 in a pokies machine, pressed 3 buttons (literally, only 3 buttons), and won $500. I then turned and walked out of the casino. My whole week was that sort of crazy.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
As Grunt stalks towards the group Fipps just laughs at both Lorin, Astein and Nico's words. "Master scourge said you'd try to scare me off. He said weak people like you always try to scare them who has real power. But you don't scare me, cos I ain't here on my own. And Scourge don't like you lot. Hasn't liked you since he first saw you. So, you lot ain't going past -". At this point Grunt reaches the group and snarls into the face of the smaller Orc. His eyes widden and his toungeless mouth utters a weird guttural gasp. He drops his head and shuffles out of the way. The wifey haired woman next to starts to giggle and sing things in a child-like voice. "The yellowy orc is just too little, he gets scared by a grunt and some spittle". There's no recognizable tune. When Grunt suddenly throws the punch, Fipps deftly moves aside, despite his considerable bulk. "HAVE AT THEM!!!" he screams, as the fight starts for real. Gimme initiative rolls, and whatever actions you want to do. Once I have everyone I'll put it all together and let you know how the round worked out
Female Anthropomorphic Representation of A Divine Influence Oracle 20
You wake in the morning to the sound of that same mournful bell-tone you'd heard at the bloody hour. Around you, the Pirates are rushing to get themselves ready and up the stairs to the deck. Some are barely into trousers before they're up the stairs, and most are bitterly cursing and stumbling from rum or it's revenge. Even though you are below deck, your bleary-eyes tell you it must be somewhere around dawn. As you stumble to get up and follow the others, you notice you are not quite the last ones to head up to the deck. Blocking the stair way are four pirates. At the front is a runtish looking Half-orc, his mouth open in a gaping smile. His eyes are vaguely yellowish, and his tongue appears to have been cut out which leaves him drooling from the side of his mouth. Next to him stands a pair of women who could not be more different. The first is a well-endowed woman with make-up poorly plastered to her face, scowling at you all. Her long brown hair is carefully brushed to try to cover her large ears, but ultimately fails to do so. The other is a thin, wirey woman with crazy frizzy hair that appears to have been cut almost entirely at random. She bounces from foot to foot every few seconds. You realize that they seem familiar, and at least a couple of them helped escort you upstairs yesterday. Behind them all stands Fipps Chumlett, the man Lorin intimidated yesterday. He is stretching his fingers until his knuckles crack, and watching the five of you intently.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
As the night wears on, the already worn-out crew begin to finish their merriment and head to sleep. The hammocks that were strung across the lower deck when you first awake are again hung up, each pirate having their own space. As the five newest sailors, you are relegated to hammocks hanging at the aft of the boat. Despite the horrors that the Wormwood had brought, you all have more important things on you mind.
Bratix:
As the officers are dealing with the body, you manage to hide the rum in a nearby locker which is against the wall of the lower deck. The lockers line the room and are for the crew to stow belongings. Although the lock isn't amazing, it'll do the job for the short-term, so you also stow your new found treasures here before sleeping Astein:
As you settle in to sleep, you think back to the harrowing of that night. In particular, The Uprising floats through you mind. Given all the talk of the day - of mutiny, arson and captaincy - it'd be surprising if it didn't haunt you. It echoed superiority of strength and number to overcome an opposition, but also a sense of being caught up in something greater than the individual. The card had fallen in the column regarding futures, and you know that even the most accurate Harrow cannot curb the chaotic nature of the future. Still, you fall asleep with the word hope on your lips. Sorry for all the delay, life is crazy sometimes.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Nico Chainbreaker wrote: :( all the Dude ever wanted was his rug back... Bratix wrote: What rug? Bahahaha. On a sidenote, whenever I go to a new bar I always ask the bartender to "make me The Dude" and see if I get a White Russian or a weird look.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Nearly forgot: need you all to take a DC5 Fortitude save for consuming the Shackles Rum. Failed check is 1d3 Con damage. I'll assume it's just the 'rum rations' component you need to take the save for this evening. "Bah, I can drink better than most of the men too. Especially this s#@~ c+~* f$$*er pissant here" Grok bellows, taking a swing at the back of the gnome's head as he struggles back to his feet. The blow knocks his bright purple, feathered troubadour's hat to the floor. It also knocks him to the floor, where he groans and proceeds to vomit rum across the deck. Grok ignores the offered hand, and instead goes for a punch to the shoulder. "Where as you look like you could put a pint or two away. How about it? Up for a little Heave-ho?" Grok seems excited by the prospect of a challenge, and seems to be getting along amiably with Nico.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Oh, and whilst I remember - the other gambling games on the ship are: - Arm Wrestling over broken glass + caltrops.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
So, the games that Pirates play on the Wormwood aren't usually dice games (they usually involve a lot more physical risk), so I've invented one for you pair that includes the usual risk. Hilo
The risk? Players can bet extra to put consequence bets in the pool. Consequence bets are non-monetary actions, such as "A free punch to the kidneys" or "Giving up Rum Rations for a day". If a player pays 5gp, they can place a consequence bet against another play's bet. If the better wins, those actions becoming binding. If they lose, the person they bet against gets to take their revenge against them. To bet against the shooter, it costs 10gp. An example: Nico is annoyed at Bratix for eating his sandwhich. He bets five extra gold to put a "pushing you off the mast" bet against her. Bratix bets High. The dice are rolled, and it comes up a 6. Oh, no! Bratix lost! Nico can push her from the mast. But wait, one of the dice has miraculously rolled over, and it's an 8. Not only has Bratix eaten Nico's delicious sandwhich, but she gets the 5 gold bet against her, and gets to push him from the mast. High-risk, but super high reward if it pays off a grudge.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Astein barely finishes laying out the cards before he is immediately struck with a sense of Woe: any attempts to influence Plugg or his second-in-command will only end badly. Like always, his reading is coldly accurate, but for once it seems to have more to tell. The nine-cards before him each whisper to him: The Unicorn, The Empty Throne, The Crow, The Forge, The Dance, The Beating, The Uprising, The Locksmith and The Foreign Trader all stare up at him. You can pick one card to gain more info from it. Some are about the past, some the present and some the future. The crew are spread out through out the lower decks and making the most of their time: gambling, drinking contests, shows of strength and tales of piratical escapades abound. Bratix doesn't have too much trouble slinking away from this, although someone nearly notices her as she tries to open the cover to the bilges. Like Nico she is hit by the heat of the room. Even though the sun has set, there is still a thick mugginess to the room. Hanging from the walls are sets of manacles, clearly very well crafted. Stacked randomly around the room - half sunken in water - are a variety of boxes. Digging through them all, Bratix finds a suit of leather armor, three heavy maces and 12 silver pieces. Satisfied with her hunt, she starts to head back up again. Just as she reaches the stairs, her foot lands on something hard in the floor below. Reaching down, she finds a small wax box, covered in grime but waterproof none-the-less. Opening it she finds two tindertwigs, their alchemical mix still functional and free from water. Nico starts searching for Grok by asking a few pirates where he can find him. The first two merely burst into laughter, one of them saying he's never seen him in his life. Finally, he approaches Sandara for directions. "You'll find her - yes, her - around somewhere, probably involved in a game of Heave or something. Look for a near drunk half-orc." Nico finds the Quartermaster in a gaggle of cheering pirates. The group encircle a small gnome in flamboyant clothes and an older woman with stripes shaved into her hair, both of whom are sculling half-pints of rum as if they're life depended on it. The gnome is clearly swaying, stumbling from foot to foot, and Grok is drunkenly cursing him with some of the most foul words you've ever heard spoken. Grok is a lean half-orc, dressed in mostly dark clothing. Her most noticable feature (other than her heritage) is a huge scar runs the length of her throat. Hanging from her waist are a variety of throwing axes, which she repeatedly threatens to throw at the gnome if he doesn't "finish the f~~~ s!@~ t~+! drink". You want to change your particular approach? I'll still count the initial diplomacy roll. Meanwhile, Grunt and Astein settle into the dice game. A few of the pirates seem annoyed that the Orc has joined them, but aren't willing to be the one to tell him to leave. The game is common pirate game called Hilo, which Grunt has played before. The pirates inform the Grunt and Astein that the minimum bet per hand is 1 gold piece. Roll four d6, and take the best two because of Astein's Fortune hex.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Nighttime Ship Actions
Like daytime activities, you guys get one Nighttime Activity. Additionally, you can attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day. This all happens after you get your dinner rations and rum rations, which I'll get to posting soon.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Now that the man has died, Mr Plugg seems totally ignorant of him. "Let me remind you all that theft and murder are not permitted on this ship. Master Scourge, you may now proceed to any other punishments owing to crewmen". With this Plugg heads marches away into the Officers' Cabins. Scourge administers a few lashings to pirates for laziness or incompetent work, and then the crew are dismissed for dinner.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Like a shark smelling blood, Plugg's grin widens. "Having admitted your guilt, you are sentenced to Keelhauling. Master Scourge, administer the punishment." Scourge too smiles and gathers a group of pirates - the same ones who collected you that morning. At the mention of keelhauling Magpie cries out, but is too broken to resist as the pirates wrap a lengthy rope around his chest. He is lead by scourge to the port side of the boat, whilst the other seven uncoil a long amount of the rope into the ocean below. Having fed most of the rope into the ocean, the clamber onto the upper decking and around to the starboard bow. Seeing his followers are ready, Scourge turns back to Magpie. Suddenly he throws a punch into the man's stomache before pushing him over the edge of the boat. "On my count... one!" the Master-At-Arms yells. At his count, the six other pirates pull in unison against the rope. "Two, three, four," Scourge continues to announce every few seconds, the line remaining taunt in between. 30 seconds later, the line suddenly goes momentarily slack. The front most keelhauler peers over the bow, and announces Magpie is through. A few other pirates grab the end of the rope, and help haul the body onto the deck. As he comes over the wooden railing, you see the would-be burglar hanging limply from the rope. His body is covered in small lacerations, and his eyes are glazed over. As his is set on the deck, a thin pool of water begins to run from his mouth. DC15 Heal: You can gather from that Magpie took extensive physical damage from the cuts (Roughly 24 points of damage). He also drowned.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Sandara looks grimly towards to the clock and whispers under her breath, "Here we go." From below the decks, a pair of pirates drag up the the bearded man Nico saw in the bilges. Unlike earlier he is awake and cursing fiercely at his captors. "You f#*&ing bastards! Your mothers were all whores of Zon-Kuthon and I swear I'd take every last one of you if you did me in a fair fight! Even you plugg, you limey kiss-ass!" As he yells, he struggles against his assailants but it is obvious that he is physically weak and delirious. DC10 Heal:
He exhibits symptoms of physical trauma, dehydration, and what appears to be addiction to some form of drug Plugg is clearly restraining himself at that last remark, his hand rhythmically clenching the handle of a loose length of rope. He raises his voice over the man's yells. "Jake Magpie, you are accused of theft aboard the Wormwood. You were found in possession of goods taken from the Quartermaster's store, which Grok had reported missing. How do you respond?" Plugg recites from a thin scrap of paper. When the man spits on the deck in reply, Plugg strikes him harshly with the rope before repeating his question. "Argh...Not guilty. I'm not guilty of naught, save being a better man than you. And of that I'll boast to my grave." Plugg smiling sickly at the mention of graves. Again the rope lashes his back, raising bruises. Jake curls up fetally on the deck, blood pouring from reopened wounds. "Not gui-," the rope is again brought down on him. Mr Plugg stares down at him, before reciting again. "You were also found in possession of a thieve's kit, and the door to the quartermaster's store had been picked. How do you respond?" Before Magpie can even respond, Plugg begins hacking at him with the rope. Although it is dull, the thick rope is clearly causing immense pain, and after a few moments the pirate cries out. "Fine! I did it, I did it! I just wanted more rum, the cravings were so bad. So I broke in the store. I was just going to take the rum, I swear. And then I saw the open locker, and I couldn't resist. I'm guilty." Jake manages to gurgle this out through massive sobs.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
At Lorin's initial question in the bubbling language, Sandarah just looks perplexed. "So, because I'm a devout follower of a Pirate God you're assuming I can speak some pigeon-tongue language from who knows where? My mistress is much more concerned with gold and strife than a thorough education." She raises an eyebrow as Astein replied and the pair hold their own private conference. She does however smile at both Bratix's suggestion. "With a mouth like that, I'm sure you'll take to sailing in no-time." As you talk, you each notice that the crew seem to be staring up at a large clock that hangs from the mainmast about 8 feet up. A macabre brass-and copper object depicting worms writhing through whale corpses, it sounds a single, long mournful note just as you approach. Though soft, the bell toll seems to permeate everything on the ship, including skin and bone. The crew instantly fall silent.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Blushing only slightly at the flattery, the red-haired beauty takes Nico's hand and shakes it firmly. "Sandara Quinn, and I was extraordinary long before I stepped on this Gods-forsaken boat." She only just manages to finish her introduction with a straight face, before bursting into a full-bellied laugh sending her flaming curls bouncing. "And as I said to your friend earlier today, you're welcome". At this she gestures towards the shot glass hanging from Nico's neck. "I managed to get most of my gear back from the Quarter-master and tried to grab a thing or two for you all as well," she grins mischievously, "I convinced her all my possessions were cursed by Besmara, although I doubt that'll work on Grok more than once." She waves openly to both Bratix and Grunt as they approach, the small group.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
- Detect magic reveals more the longer you focus on it, and in particular when you focus on a particular aura.
If you were trying to identify a divine aura, I'd permit the Knowledge (Religion), but you'd still need a Spellcraft for a Divine item.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Round 1: As you scan the ship, you feel a multitude of magical auras around you. You sense magic both strong and weak, both quite near and distance. In particular, you feel a large gathering of individual magic effects through the wall of the officer's cabins.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Haha, it's alright, it's just that there are entire books about pirate tradition, and entirely different books about pirate folklore, so there's no way you'd get that from a single knowledge roll. Repaying humiliation is easier, but writing about all three at once would lead to a post of several thousand pages.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
@Lorin: From Fipps words, all you can gather is that he is genuinely hostile towards you. Your offer of power didn't seem to change his opinion at all. His strong panting is a combination of his sickness and his near morbid obesity. That Knowledge (Local) check is unbelievably broad. I'm going to assume you wanted knowledge about responding to major humiliation. Dagon's memories of millennia pour through you, painfully dragging across your nerve endings and raising the hairs on your arms, legs and neck. You know that conflict on ships has never been tolerated. Whilst at sea a ship is a family, and any disputes are put aside until you set aground. Any punishment or retribution that isn't ordered by the Captain, First-mate or Master-At-Arms is considered assault, and results in harsh punishments. Once your docked at port though? Little rules apply. A pirate may put aside differences for months or even years before planting a dagger between offending shoulder-blades once ashore. It is also not unknown for a sailor to go missing overboard during the night. They're presumed to have sleepwalked themselves to a sunken tomb, or whisked away by sirens.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Bratix:
The chef chuckles as you mention your preference for the culinary arts. "Aye hear ye thar. There ent nothin' I like about boats, 'cept me galley. An me rum."[b] He tickles the neck of the bird sitting on his shoulder. [b]"An me beauties, o' course." As you work, he nods happily at your efficient manner with the potatoes. "We'll git on fine, ye and aye. Now aye must git back to it, ye keep peelin'." The rest of the day is spent mostly in companionable silence, the cook occasionally asking you to grab him a utensil or taste some concoction. Occasionally he'll stop for a bit of small talk, but it's mostly about recipes and is nothing of importance. Just before dusk Kroop, ceases his work and gestures for you to follow him to the maindeck. Astein:
A few minutes later, Master Scourge returns to the deck and begins giving orders. You work throughout the day, not invoking the ire of the Master-At-Arms, although at one point he does should discouraging words at you. Despite his watch full eye, you get several chances to have small bursts of conversation with Sandara. Sandara tells you that she has been on the boat just a day longer than you. She had spent most of her life as a cleric of Besmara – the tattoos are a mix of pirate insignia and occult signs. After the death of her father, she decided to follow Besmara’s call to the open seas. She worked on a small ship for a month to make her way to Port Peril to find a ship to join, but was set upon by Harrigan’s men her first night in town. Like you, she woke up aboard The Wormwood. She appreciates your honesty, and marvels at meeting another whom Besmara has affected so directly. At one point in the day, you see Plugg leap from the main sail to the aftsail. You take the opportunity to try hexing him, but although he misses the rope he intended, he manages to grasp the sail itself and slide down its length to the depth. A nearby sailor goes to applaud the display of acrobatics until they see Plugg’s glare. Profession (Sailor): 1d20 + 7 ⇒ (7) + 7 = 14
Unfortunately, you’re unable to perform a harrowing. You set your mind to do it later that evening, once you’re out of view of the despotic deckhands. Just before dusk, work on the decks ceases, and all the riggers and swabs on deck meet around the mainmast, much like earlier this morning. Grunt:
You work hard throughout the day, and quickly catch on to the ropes system. You notice towards the middle of the afternoon that some of the other riggers are beginning to wear out and make sloppy mistakes. You feel fine however, and when work ceases just before sunset you feel like you could have easily performed another day’s work. Mr Plugg yells for you to drop the lines and get to the base of the mainmast, where all the sailors on board are congregating. Nico:
Even though you are tired after struggling against the rusted pump all day, you don’t feel exhausted. For this reason, when an unknown pirate’s head appears above you and directs you to come up to the maindeck, you’re able to quickly follow. As you reach the maindeck, you see the majority of crew again lined up under the mainmast. Dusk begins to settle in, the clouds that mar the horizon taking on a warm red hue. Lorin:
Throughout the day, you manage to catch a variety of rodents and bugs that are on the ship. You’re somewhat disgusted at the state of the ship’s repair, and the lack of pest control. As Fipps passes through the deck again, you make your offer to him. He pauses to take in your words, but they’ve barely finished leaving your mouth before he begins shouting at you. ”I ain’t no coward. You used your hoodoo-voodoo on me, and everyone on the ship knows it. Besides, ain’t no one going to have more power on this ship than Plugg or Scourge except Mister Harrigan himself. You wait until you see Mister Harrigan in action!” At this he again storms off, panting heavily after the physical exertion of yelling at you. Roll sense motive. You don’t see him again through-out the day. Just before dusk settles in, a crewman you don’t know comes down and leads you up on deck. You see the crew are once again crowded around the mainmast.
The crew appear to be chatting amongst themselves quite freely, and for the first time that day, no-one seems to be paying much attention to you. You have roughly 3-4 minutes in which you can chat freely, without the other crew paying much attention. Any obvious actions, including leaving the maindeck, will be noticed though
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Perception: Propping up a leg of a table in the corner is a large dustybook. Although it is looks worn and a bit damp, you can see that the title reads "Krooped Up: Fancy Meals On Limited Means". And the rest of stuff tomorrow because I'm literally falling asleep.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
Plugg snorts derisively, lazily cracking his whip against the ground. "You're telling me that you have the power to curse people with ill favour... right after you ask to cook breakfast and dinner for the whole ship? You're as dumb as the oaf. I'll not have you poison me or the captain, and I'll not have you leave us unprepared either." He sweeps a quick gaze across the five of you before nodding decisively.
Mr Plugg again glares at Nico whilst a sickening smile creeps across his face. "And as for you Bootlicker... I have a particular duty in mind for you today." At these words, Master Scourge takes Astein and Lorin to begin work. Plugg gives some simple directions to Grunt before taking the other two below deck. Grunt:
Plugg walks up to you and points at thick, identical ropes that are attached to the mast you just climbed. Patronizingly slowly, Plug gives his commands. ”Oaf: listen very carefully. I say raise the sail, you haul this rope. I say lower the sail, you haul that rope. You haul the wrong rope, I cover you in tar and feathers. Simple." He then leaves to take the others away. Around you, six other crew members begin to climb the riggings. A small gnome climbs to the top crow’s nest to serve as lookout, whilst a pair of women begin work in managing the upper riggings. A halfling stays lower down to begin some repairs, whilst an ugly dwarf coils and tidies loose ropes. Finally, the large Bonuwat man you noticed before begins working on a similar pair of ropes to the ones that Plugg directed you to work on. His actions are strong and precise, and he totally ignores those around him. Roll either DC10 Strength or Profession (Sailor). Before you do so, choose your Daily Action, and where applicable choose which skills to modify. If you want you can roleplay the results of these rolls or you can leave it to me. Bratix:
Plugg says a few words to Grunt before he leads both you and Nico down into the middle deck of the ship. He leads you to a door at the starboard aft of the ship, briskly opens it and pushes you through, before slamming it shut. You find yourself in 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 smell of spices mingled with rainwater, rum, salted beef and a sharp acidic taste all saturate the room. You can tell just from looking there is an order to the chaos, but you’re at a loss how anyone would find anything amongst the mess. Take a perception test Standing near the stoves is a large, sweaty man working over a pair of simmering pots. He is covered in a bloodstained apron and trousers, with a much-stained chef’s hat hanging lopsidedly from his crown. His hands are a patchwork of burns and scars. Sitting comfortably on his shoulder is a chicken. As you approach him, you smell stale alcohol all over him. Hearing footsteps, he turns to great you. “oh aye, ye must be thae new cabane gul har’gan promes’d me. Came to cook ha’ ye?” Despite the smell of alcohol and the atrociously slurred speech, the bulky man seems entirely sober. ”Good o’ he to send me ye afer I’m half near done all thae work. Oh an aye bet thae rat Ploogg kep ye up there for some fancy wards about keelholing an power an all innit. Well, me name’s Kroop, though friends an enemies alike call me Fishguts. Make yeself at home, ent nothing much for ye ta do today ‘sides peel tatters.” He gets you a stool and you get to work peeling potatoes. You have no rolls to make today; you’ve already satisfactorily finished your work. Still, you can choose which Daily action you wish to take. You could also possibly take a linguistics roll to see if you can work our Kroop’s damn accent :P Nico:
Plugg says a few words to Grunt before he leads both you and Bratix down into the middle deck of the ship. He leads Bratix to a door at the back of the room, pushes her through and slams it shut after her before stalking back to you. ”Now, bootlicker, I want to make something very clear to you: The captain may have listened to your little story, but I see through you.” He leans in extremely close to your face, his warm, rancid breath cascading across your face. ”Trying to claw your way into Harrigan’s ear isn’t going to work, because there’s only room for one first mate on this ship. Oh yes, I know that’s what you’re plan is, and I’ll send you screaming to Besmara’s grimy deep long before you get that close to the captain again…. Even if I have to drag that sodden tart up here myself.” Pluggs get more and more frantic as he goes. Finally, he stops himself and once again tries to calm himself. ”So, here’s your chance to get use to hell on earth: you’re working the bilges today. After that, Master Scourge can have you.” At this Plugg drags you back down to the lower decks. Weaving through the hammocks, he leads you to the centre of the room before roughly pushing you down a ladder. As you stumble into the room below, you’re immediately hit by both the heat and the smell. The small room reeks of rancid water, rot, chemicals and human waste. Water that reaches up to your knees lines the floor, and continues to drip down from the walls and roof. In one corner sits a set of buckets and brushes, whilst at the aft is a rusting hand-powered pump that feeds from the water below. Cobwebs line the roof above. Attached to the portside wall are five sets of empty manacles. A sixth pair is currently occupied by a rakish looking man with an unkempt black beard. His birdlike nose appears to have been recently broken, and both new and old whip marks crisscross his arms and legs. He appears to be passed out when you enter. Take a DC12 Strength test, as well as a DC10 Constitution check. ). Before you do so, choose your Daily Action, and where applicable choose which skills to modify. If you want you can roleplay the results of these rolls or you can leave it to me. Astein:
As Mr Plugg heads off, Master Scourge begins to give orders. ”I need you to move work adjust knotting on the deck. I’m going to be sorting this tuna-brained urchin for a while though, so you’ll have to get your directions from someone else. I hope ye learned ye lesson from Mr Plugg and ye’re gonna get your work done... I’ve grown quite fond o’ eating parrot you know?” Master Scourge then turns and takes Lorin below deck. As soon as he is gone, a young woman – one of the apparent newcomes – bounds towards you. Crowned with a mane of fiery red locks, she doesn’t appear to be someone to cross and yet the hint of a smile plays at the edge of her lips. Her whiteblouse and bodice does everything to accentuate her figure whilst still revealing the pirate insignia that are inked all over her forearms. ”You’re lucky only the one of you got beaten. He beat every single one of us the day we were kidnapped; just to make sure we knew he was competent with a whip.” She extends her hand to be shaken. ”Sandara Quinn, your new best friend. And you’re welcome. Or did you just think that pirates who robbed you of all your stuff would somehow overlook an expensive Harrow deck?” She leans closer so that no one else on deck can hear. ”Or a dagger, perhaps.” She winks, before abruptly standing up straight and yelling ”Now get moving on those ropes like Master Scourge said, you useless landlubber.” Take a DC10 sailor or strength check. Before you do so, choose your Daily Action, and where applicable choose which skills to modify. If you want you can roleplay the results of these rolls or you can leave it to me. Lorin: As Mr Plugg heads off, Master Scourge begins to give orders. He briefly instructs Astein to work with the crew upstairs before dragging you back down to the middledecks. ”I hope ye’ve learnt something: yer Dagon may be lord under the sea, but up here, that’d be Harrigan. Now, given that ye’re probably a bit under the weather I’ll keep it simple. Ye’re to catch vermin that’ve gotten onto the ship. Rats, cats, bugs, stowaways, whatever it is. Not hard. But if find ye shirking again, I’ll won’t wait for the bloody hour, I’ll beat ye right then and there.” At this simple message, Master Scourge heads back to the upper decks, leaving you to work. Just as you’re about to begin searching the middle decks, another figure appears. Dropping from above is the fat figure of the pirate you intimidated before. Droplets of sweat sit across his shaved head, as well as in the grooves of his jowls. He is breathing heavily from the climb down, but still advances towards you menacingly with a sap in hand. ”I don’t know what you did to me up there, but this isn’t the end of you and me. I’ll make you rue the day that you made a fool of Fipps Chumlett.” His enlarged belly wobbles with every step, and spittle flies from his mouth as he throws the words at you. ”I’d kill you right now, but I’m sure Plugg will do it for me.” Feeling his point is made, Fipps scrambles back up to the upper deck. Take a DC10 Stealth, Survival or Dex check. Before you do so, choose your Daily Action, and where applicable choose which skills to modify. If you want you can roleplay the results of these rolls or you can leave it to me.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
The above link contains all the areas you've currently seen, accessed. I'll add that URL to the description page so it's easy to find, and will update with any other maps as we go. The current maps in order are:
I've kept things you have inspected blacked out, but I'll try to make some of the symbols clearer so you at least know what is in each area you have seen. An example is in map 3: The arrows point at doors that lead into cabins that are not clearly marked on the map. Also, sorry for the lack of posting today. I had an 11-hour day, and I'm knackered. I'm going to start posting now, but it may be a bit lacklustre. EDIT: Also forgot to mention something I realized today when rechecking the maps. To access the main deck from the middle deck, you go up through the 10-ft square hatches you can see on Maps 3+4. I forgot to mention this in the story of you being dragged up before, you were dragged up via the left hatch.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
So: a bit of an explanation of how shipwork runs. Plugg is going to stick you all in a job, he doesn't choose the best person for a job, just puts you wherever. Each day, you'll each be given specific jobs to do, with specific tests to determine how you achieve them. You can attempt to totally skirk your duty, but Plugg and Scourge are your overseers, and they'll beat you. Your work takes all day, from just after breakfast until dusk. In addition to your work rolls each day, you can also choose to take one of five daytime actions: Work diligently: you work hard all day, get a +4 on a single roll for your days duties.
Female Anthropomorphic Representation of A Divine Influence Oracle 20
"Well now, that's a bit better. Someone who actually know how to cook might be able to show Kroop a thing or two." He stares back into Bratix's eyes, and licks his lips in a manner that could only be called lupine. Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10
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