Redbadge's Solo Skull and Shackles (IC)


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Redbadge

Explorer
After you remove your shirt, Scourge himself helps to bind you to the mainmast, and he attempts to make the rope extra tight while whispering in your ear, "You're still a swab to me, Fish-paste."

He steps back, and you brace yourself for the lashes.

*Crack* "ONE!" cries the crowd.
*Crack* "TWO!" cries the crowd. The blow staggers you, and you nearly pass out.
*Crack* The only cry you hear for the third lash is your own, right before the darkness overtakes you...
 
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Redbadge

Explorer
Wealday, 18 Desnus, 4712 AR (17:57:08), Bloody Hour
Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

You suddenly feel warm and light, almost as if you are floating up through seawater to reach the sun. As you blink your eyes open, you see the red-headed woman who got you in trouble in the first place standing over you. Though she still clutches at her bodice, her other hand seems to be channeling energy into you.

Seeing that you've regained consciousness, she says, "Sorry about this. It seems I've crossed Scourge ever since I spurned his advances." She rolls her eyes as she moves to help you up with one hand and then points to where your shirt lies abandoned on the deserted deck.

"Most have went below for dinner and gambling. They'll expect us below decks as well, to accept our rum rations at the very least. My name is Sandara Quinn, by the way, not-so-humble servant of the Pirate Queen. Do you mind?"
She turns around and motions to where her clothes are still unlaced.
 

BudroThePious

First Post
"Not at all, it's the least I could do." After helping Sandra with her laces Jhiv puts his shirt back on as well. "We might as well head on down. I am Jhiv, by the way, druid of the sea and general roust-about."
 
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Redbadge

Explorer
"Just a second," she turns around and offers something in the palm of her hand. "Grok gave me these when I recovered my stuff earlier. I thought you might need them back." In her hand she holds a small sprig of holly and a mineral prism.

[sblock=Reward]Sprig of Holly, Mineral Prism[/sblock][sblock=Ding!]Sandara Quinn is helpful![/sblock][sblock=Sandara Quinn]Crowned with a mane of fiery red locks, Sandara looks like someone not to be crossed. Yet the smile lines at the corners of her eyes and the easy way she holds herself hint at a lighter side. She dresses to accentuate her figure, and her whole appearance speaks of the sea, from the seagull feather in her tricorne hat to the sailor tattoos on her arms and the clay pipe thrust into the corner of her mouth. Sandara just isn't you average woman; she likes a drink and a gamble as much as the next man.[/sblock]

As you head down, she speaks to you once more. "On a ship like the Wormwood," she explains, "It's not what you know, but who you know, that helps you get by. Friends help each other out, if you know what I mean, and enemies cause no end of trouble. On a crowded pirate ship, this fact is essential to your basic survival."
 


Redbadge

Explorer
Wealday, 18 Desnus, 4712 AR (18:00:02), Dusk
Lower Holds, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

The sun is setting behind you, washing the sea horizon with brilliant colors and leaving long shadows, as you head down into the lower holds with Sandara.

[sblock=Middle Hold, Lower Hold, and Crew Berths]Mornings and evenings the crew uses the stairs in the officers' cabin to move between the deck and the holds. At night, the ship is anchored and the officers' cabin is locked and guarded by Owlbear Hartshorn.

The middle hold (A6) is the ship’s main cargo hold. The hold is mostly empty at the start of the voyage, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10). Owlbear Hartshorn is invariably chained to the foremast here to keep him from causing trouble and to keep people out of the officers’ cabin at night. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5), but it is common knowledge among the crew that the door is trapped. Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each.

Sixteen pillars support the deck above the lower hold and crew berths (A10). At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold (area A6). A trap door just behind the mainmast opens onto the bilges below (area A11), and requires a DC 10 Strength check to lift. The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. At the start of the voyage, only 18 of these lockers are in use, while 22 empty lockers are stacked along the walls.[/sblock][sblock=Owlbear Hartshorn]
Owlbear_Hartshorn.JPG
[/sblock]
Clumps of pirates are scattered about the ship, performing all sorts of activities: drinking rum, eating their evening meal (which they are not hesitant on complimenting the cook's mate for), singing songs, telling stories, and playing games. The crew gravitate towards boxing, arm-wrestling, hog lob (a variation of shuffleboard), heave (a drinking game), and dice. The officers prefer cards, dominoes, chess, and checkers, though it'll be tough to get into one of these games.

First things first, however, is dinner and rum. You are expected to drink a nightly rum ration, after which you can do whatever you wish until you decide to retire to your hammock in the lower hold area.

[sblock=Rum Ration]Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. Characters drinking the ration are affected as though they had taken an addictive drug. The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check. While on merchant or navy vessels rum rations are strictly limited, on pirate ships, crew members can often request more rum if they please.

SHACKLES RUM RATION
Type ingested; Addiction minor, Fortitude DC 5
Effect variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours
Damage 1d3 Con

OOC: According to the developers, it is intended that 1 point of Con damage is healed during the night, and 1 is healed during the day while you work. This makes it easier to completely recover from each night's rations, but you still might want to dump it every now and then to help recover from any accumulated damage.[/sblock]
After you eat and decide what to do with your rations, you have time to do one nighttime task during the evening's entertainments. After that, you can spend additional time attempting further actions, but you must then make a constitution check at the end of the night or become fatigued for the next day (DC 10 + 1 for every extra hour spent awake). Regardless, you can't spend more time than there are hours in the night. If one of your tasks would take you past dawn, it is automatically failed.

[sblock=Nighttime Ship Actions]
Code:
[B]Activity       Time           Check          Effects
[/B]Sleep          12 hours       None           Go to bed early and sleep through the night (automatically recover from fatigue).
Influence      1d4 hours      Diplomacy      Attempt to improve the attitude of a crew member.
Gather Info    1d4 hours      Diplomacy      Attempt to learn something about a crew member or the ship in general.
Sneak          10d12 minutes  Perception     Explore one area of the ship (take 20 on Stealth and make a Perception check or other skill).
Explore        10d12 minutes  Stealth        Explore one area of the ship (make a Stealth check and take 20 on Perception or other skill).
Steal          10d6 minutes   Disable Device Attempt to open a locked door or locker (make a Disable Device check and a Stealth check).
Gamble         1d4 hours      Varies         Play or gamble on a game of chance or pirate entertainment.
Entertain      10d6 minutes   Perform        Entertain the crew (make a Perform check).
[/sblock]

GM: You can decide how you'll spend the remainder of the night. Go ahead and list all of the things you do and make the appropriate checks, but remember, the alarm to start the workday will start at 6:05 AM tomorrow morning, and you are expected on deck before the clock finishes chiming, regardless of how much sleep you got.
 
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BudroThePious

First Post
Jhiv goes ahead and drinks the rum and then tries to see if he can get information about the crew. After acquiring the general crew information Jhiv goes to get some sleep.[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 14, touch 14, FF 10 HP 8/8 Temp HP 0
Fort +2 Ref +6 Will +6 CMB +0 CMD 14
Hero Points 2/3

Melee Attack Unarmed Strike +4 (1d3/x2) [nonlethal]

Currently Wielding Nothing (hands free)
Current Armor None (Explorer's Outfit)
Stowed on Person (Sheaths, straps, pockets, etc.) [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.)
Current Encumbrance 8.5 lbs (light load) Medium Load 44 lbs Heavy Load 87 lbs Max 130 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:
Flat-footed, 2 points of Con Damage (-1 Fort, -2 hp) [1 point heals during rest and 1 during work day][/sblock]
 
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Redbadge

Explorer
Wealday, 18 Desnus, 4712 AR (22:21:48)
Crew Berths, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

You find out a little bit about the entire crew, including their names, jobs, and current disposition.

[sblock=Wormwood Manifest]Officers
Barnabas Harrigan (male human), captain of the Wormwood, attitude: Unfriendly
Mister Plugg (male human), first mate, attitude: Hostile
Peppery Longfarthing (female human), sailing master and old friend of the captain, attitude: Unfriendly
Master Scourge (male human), boatswain and master-at-arms, attitude: Hostile
Riaris Krine (female human), master gunner, attitude: Unfriendly
Habbly Quarne, the “Stitchman” (male human), ship’s surgeon and carpenter, attitude: Indifferent
Ambrose "Fishguts" Kroop (male human), ship's cook, attitude: Helpful
Cut-Throat Grok (female half-orc), quartermaster, attitude: Indifferent
Kipper (male human), gunner’s mate, attitude: Unfriendly
Patch Patchsalt (female gnome), boatswain’s mate, attitude: Hostile
“Caulky” Tarroon (female human), the captain’s cabin girl, attitude: Indifferent
Owlbear Hartshorn (male human), simpleton and “pet” of Mr. Plugg, attitude: Hostile

Crew
Sandara Quinn (female human): A pirate more than half her life; it's no wonder she came to be a true follower of Besmara, swab, attitude: Helpful
Marina Catriss (female human): Summoner with an affinity for the sea, swab, attitude: Friendly
Elias du Prix (male dwarf): Tinkerer with a love of guns and explosives, swab, attitude: Friendly
Queepod Queepod (male half-giant): "Usually" quiet giant who is a former whaler, swab, attitude: Friendly
Rosie Cusswell (female halfling): Short and fierce with more muscles than most of the crew, rigger, attitude: Indifferent
Barefoot Samms Toppin (female human): Former fisherwoman from the Sodden Lands who never wears shoes, rigger, attitude: Indifferent
Giffer Tibbs (female gnome): Bedraggled gnome with one eye, swab, attitude: Indifferent
Jack Scrimshaw (male human): Young lad talented at scrimshaw, swab, attitude: Indifferent
“Ratline” Rattsberger (male halfling): A rat-faced halfling with long arms and three missing fingers, rigger, attitude: Indifferent
Tilly Brackett (female human): A tough joker who likes her rum, swab, attitude: Indifferent
Dungrin Whisperdrift (male dwarf): A handsome dwarf who leans upon a weathered driftwood staff, swab, attitude: Indifferent
Crimson Cogward (male human): Loner, prone to incredible rages and dark moods, swab, attitude: Unfriendly
Conchobhar Shortstone (male gnome): Handsome honey-tounged gnome that gambled with the wrong crew, swab, attitude: Unfriendly
“Badger” Medlar (female half-elf ): An older woman who shaves her gray hair into stripes, swab, attitude: Unfriendly
Shivikah (female human): A very tall Mwangi ex-slaver, swab, attitude: Unfriendly
Aretta Bansion (female human): A bad tempered ex-harlot with big ears, swab, attitude: Hostile
Fipps Chumlett (male human): A fat, pushy bully with a shaved head, swab, attitude: Hostile
Jaundiced Jape (male half-orc): A humorless, greedy half-orc mute, swab, attitude: Hostile
Maheem (male human): A big Rahadoumi with a permanent scowl, rigger, attitude: Hostile
Slippery Sy Lonegan (female human): An unhinged murderer who fled to sea to escape the gallows, rigger, attitude: Hostile
Tam “Narwhal” Tate (male dwarf ): An old friend of Master Scourge with a large, ugly nose, rigger, attitude: Hostile
Jakes Magpie (male human): A known thief, swab, attitude: Hostile[/sblock]

GM: You head to bed about 20 minutes after 10 PM. I assume you want to rest until about 5:00 AM, correct? In that case, go ahead and make your initial post for tomorrow morning.

[sblock=Reward]+100 XP[/sblock]
 
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BudroThePious

First Post
Jhiv rises in time to prepare spells and be on deck before the morning bell ceases.[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 14, touch 14, FF 10 HP 8/8 Temp HP 0
Fort +2 Ref +6 Will +6 CMB +0 CMD 14
Hero Points 2/3

Melee Attack Unarmed Strike +4 (1d3/x2) [nonlethal]

Currently Wielding Nothing (hands free)
Current Armor None (Explorer's Outfit)
Stowed on Person (Sheaths, straps, pockets, etc.) [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.)
Current Encumbrance 8.5 lbs (light load) Medium Load 44 lbs Heavy Load 87 lbs Max 130 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:
Flat-footed, 1 point of Con Damage (-1 hp) [1 point heals during work day][/sblock]
OOC: Do you want me to go back and give Queepod the Exotic Weapon Proficiency (Harpoon) feat and make him a harpoon fighter? Improved Grapple has Imp. Unarmed Strike as a pre-req. so it would take a dump feat to get it, but it might not be needed for the build. It might be kind of cool as from a story-telling standpoint, but I don't think the harpoon and grapple would be that effective as a combat style.

 
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