Redbadge's Solo Skull and Shackles (IC)

Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (08:20:29)
Lower Hold, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

Elias, Queepod, and Marina follow you down below decks. The dwarf and half-giant both bring one of the handaxes conveniently lying around. Once you arrive in the lower hold, at the top of the ladder leading to the bilges, the sorceress casts light on a loose piece of debris. Queepod hefts open the trap door right behind the mainmast, and Marina drops the illuminated object into the bilges. As you all look down into the foul, dank pit, Marina turns to you and says seductively, "So... who's first?"
 

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Redbadge

Explorer
"Hmmm... fine. Do we know what is down there?" Marina puts her fists on her hips and gives you a searching look.

Meanwhile...
"Queepod is not scared." Queepod grips his axe, grabs the side of the floor, and slides down through the trap door. He drops into the bilges with a loud splash.

Elias follows, using the ladder, saying
"Just waitin' on you two."
 


Redbadge

Explorer
You head down the ladder and Marina reluctantly follows. The bilges are blistering hot.

OOC: You'll make your first Fortitude check in 1 hour.

[sblock=The Bilges]The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets of masterwork manacles with average locks are fixed to the bulkheads in the forward portion of the deck.[/sblock]
You spot a number of discarded crates and boxes packed with straw. In addition, you spot the following in the dark waters: a buckler, an exceptional handaxe, a glass vial, a sack filled with a tarry, resin-like substance, two tindertwigs, and numerous gold coins. Dark shapes appear to ripple about just beneath the surface, but when you prod at them with your rapier, you find that they are just tricks of your otherwise sharp eyes.
 

BudroThePious

First Post
Jhiv starts getting the useful items and throwing them back up the ladder. "Everyone look around, Jack Scrimshaw said he was attacked by something down here. He had a red and swollen arm, with bloody red teeth marks, like needles" Jhiv also looks to see if he can detect a hole in the bilges.
 
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Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (08:21:00) [Surprise Round]
Bilges, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

As you pick up the first item, a buckler, your hear a yell from Marina as something scrambles up to her leg and tries to bite her.

[sblock=Bilge Invaders]
dire-rat.jpg
[/sblock]

Suddenly, Queepod grunts in surprise as well. You aren't spared, as you feel something brush up against your leg, followed by something sharp and pointy...

GM: Roll initiative!
 


Redbadge

Explorer
Starday, 21 Desnus, 4712 AR (08:21:06) [Round 1]
Bilges, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

Elias and Queepod strike out at the vile creatures attacking you, but they swim very well, and the water makes them more difficult to hit. Further, the water also makes it difficult to move around easily. Nevertheless, Queepod pops the one that bit him.

[sblock=Actions]Elias: Attack adjacent rat (standard).
Queepod: Attack adjacent rat (standard).[/sblock][sblock=Combat Status]
Code:
[B]Init   Crewmember   AC/ T/FF     HP       Effects
[/B]23     Elias        14/14/10     11/11    
09     Queepod      11/11/10     [COLOR=Lime]14[/COLOR]/15      
05     Jhiv         16/14/12     8/8      Flat-footed
05     Dire Rat 1   14/14/11     5/5      Concealment
05     Dire Rat 2   14/14/11     5/5      Concealment
[COLOR=Gray]05     Dire Rat 3   14/14/11 [/COLOR]    [COLOR=Red]-4[/COLOR][COLOR=Gray]/5      Concealment, Unconscious, Dying[/COLOR]
05     Dire Rat 4   14/14/11     5/5      Concealment
05     Dire Rat 5   14/14/11     5/5      Concealment
05     Dire Rat 6   14/14/11     5/5      Concealment
05     Marina       13/13/10     7/7      Flat-footed
[/sblock]
GM: Jhiv is up. What does he do?
 

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BudroThePious

First Post
Jhiv turns and stabs at the rat that tried to bite him. After skewering him nicely and shaking the damned thing off his blade he looks around at the others. "Rats, why did it have to be rats?" Jhiv then readies the buckler that he was holding anyway.
OOC: What is the buckler made out of? The SRD says they are usually metal, but they could just as easily, and historically accurately, be wood or hardened leather. If it isn't metal then I will ready it.
[sblock=Actions]Standard Action: Attack Rat.
Free Action: Speak.
Move Action: Ready Buckler.[/sblock]
[sblock=Current Status]Jhiv Viratek (Male undine druid/rogue 1)
N medium outsider (native, aquatic [amphibious])
Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

Key Skills Acrobatics +10, Bluff +2, Climb +6, Diplomacy +6, Escape Artist +4, Heal +4, Intimidate +2,
Knowledge (Any) +1, Knowledge (Local) +5, Perception +9, Profession (Sailor) +9, Sense Motive +4, Stealth +8, Survival +10, Swim +15

Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision (normal light); Perception +9
AC 17, touch 14, FF 13 HP 8/8 Temp HP 0
Fort +2 Ref +6 Will +6 CMB +0 CMD 14
Hero Points 1/3

Melee Attack Rapier +4 (1d6/18-20)
Melee Attack Dagger +4 (1d4/19-20)
Melee Attack Sap +4 (1d6) [nonlethal]
Melee Attack
Unarmed Strike +4 (1d3/x2) [nonlethal]
Ranged Attack Dagger (10 ft.) +4 (1d4/19-20)

Currently Wielding Rapier
Current Armor Leather Armor, Buckler, (Explorer's Outfit)
Stowed on Person (Sheaths, Straps, Pockets, etc.) Sap, Dagger, [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
Stored (Footlockers, etc.) Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.)
Current Encumbrance 31 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

Active Abilities
1st-Level Spells:
1/1 (Cure Light Wounds/Obscuring Mist), 1/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
Cantrips: ~/~
(Create Water, Purify Food and Drink, Mending)
Spell-like Abilities: 7/7 Storm Burst
Combat Options: Charge (full round action), Sneak Attack (+1d6)
Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
(Weapon Finesse), Trip (Weapon Finesse)

Defensive Abilities
Resistances:
Cold Resistance 5 (racial)

Situational Modifiers
Shackles Seafarer, Fast Healing 2 (Hydrated Vitality)

Current Effects and Conditions:
Hot[/sblock]
 
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