Beer and Dice- Skull and Shackles

Session 1
Session 1 - Day 1

ANDREW: I did get together a bit of background for my guys, in case anyone wants it
DANIEL: yes plz
Stumpy’s stringy, yellow hair is often oily and uncombed. His tattooed, muscled body belies his elven heritage. He is not tall, but his bulk gives him a presence well beyond his stature. A polished dark-wood peg is attached to the stump under his left knee—all that remains of his leg. His ice-blue eyes are often red-rimmed , as though he has taken too much rum. Despite his appearance, Stumpy benefits from an ever-present grin that rises to the corners of his eyes—a trait that has aided in the seduction of more than one fishmonger’s daughter.
Stumpy’s dishevelled exterior conceals an erudite mind, far surpassing that of the typical sea-dog. Although he loves the unrestrained freebooter’s life more than anything in the world, there is another side to his mind—a side that longs for the stability that his childhood never afforded him. Thus his moods are as varied as the sea—melancholy one moment, raging the next. The only thing constant is his grin, for no matter his mood, he is a man always game. He speaks with a sea-dog’s drawl, occasionally employing sophisticated words as befits a man of his intellect.
Stumpy is the son of a woman of the far north, who is known by many names: the White Whore, the Siren of Infidel, the Devourer. Some say she is a hag, or a half-demon, or a dark fairy, or an exile of Irisen. In reality, she is but a hard-hearted elven witch who dwells in a lighthouse on a cold, white shore.
Her first—and only—child she named “Sin”, believing that he had been sired by an ice demon. The boy had a hard, unhappy life—at one point, when he was eight years old, his mother tied him down and allowed a reefclaw to chew off his deformed foot, while she stood nearby laughing. As the child grew into a man, he learned to trust only his strength and his anger—a mentality his mother rather encouraged.
One day when he was a young man, Sin simply walked away from his unpleasant home, with only the clothes on his back and the axe at his side. Without looking back, he found passage on a sea, and has since lived an unsavoury life in the high seas. So far as he knows, his mother has made no effort to seek him out; nor he her.
Rubeus is as plain-looking a sailor as ever there was. His close-cropped hair is the colour of reddish sand; his face is open, honest and in every way unremarkable; his body is that of a craftsman, who possesses strength, endurance, and control in moderate degrees. Rubeus typically wears bleached white shirts (the sleeves of which are often blood-stained from surgery) and baggy sailor’s pants tied off with a rope.

Despite his impressive intellect, Rubeus prefers to spend the hours working with his hands. The satisfaction of looking over the product of an honest day’s work has coloured his view on spell craft, intrigue, medicine, and seamanship, and he approaches each of these endeavours with much the same fortitude as he does building a rocking chair. His impassiveness and his patience make him a formidable adversary, just as much as his arcane talents.
ANDREW: Trait – Ship’s Surgeon
On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have.
You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.
Benefit You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
ANDREW: Trait – Peg Leg
One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg.
Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid—a tavern in Port Peril—was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks…
Benefit You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
ANDREW: Stumpy has the peg leg (of course) and rubues is the surgeon
DUNGEON MASTER: Daniel do you have yours there?
DANIEL: Varek = Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all…
Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
DANIEL: Lumak = River Rat: You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in night time rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels.
Benefit: You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
DUNGEON MASTER: cool…someone what to call?
ANDREW: Its all you Daniel

  • Group call *
    DANIEL: Varek = Touch by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land.
    You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
    Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
    DANIEL: Lumak = Buccaneer’s Blood: One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes.
    You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.
    Benefit You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).
    DUNGEON MASTER: You wake-up this morning in the dark hold of what you think is a Ship surrounded by several characters that look like you feel. You remember the night before—the ringing laughter of a wild night, the heady joy of excess, the scents of rich stewed meat and perfume lingering in their nostrils. However right now all you feel is pounding headache, the sickly taste of cheap wine in your mouth, the hard floor you are lying on, a rhythmic creaking noise, and the feeling of the room swaying, as if you were still drunk.
    ANDREW: “Uuuggnn,” says Stumpy.
    DUNGEON MASTER: Before you can do much more than sit up, however, several pairs of heavy footsteps enter the dark room, and the harsh light of a lantern painfully spears your eyes
    ANDREW: Rubeus rolls his head back to get a view of the entrants.
    DANIEL: Lumak opens his swollen eyes with a massive hang over, more so then he remembered. “What the..,” is all he manages to mutter.
    DANIEL: Varek’s vision while still cloudy slowly begins to clear as the noise wakens him from his slumber. Looking around in half shock and surprise, he sits up from the hard wooden floor.
    ANDREW: Before he can so much as get a view of the maker of the footsteps, Rubeus retches, vomiting the remaining contents of his stomach onto the slim, tan man near him. The smell is enough to make a person’s eyes water.
    DANIEL: Varek retches as the acidic and alcoholic stomach bile explodes over his chest, coughing in disgust as he realises what has occurred. It acts only to waken him from his hazy slumber as he realises something is terribly wrong.
    DUNGEON MASTER: A sneering man with a braided beard and a mouth full of gold teeth appears, his body is tall and thin, and even his long coat and heavy boots fail to give any impression of strength or bulk however he has entered the hold to wake you up and get you up to the main deck. Six rough-looking pirates, armed with saps, accompany him. An expression that might be mistaken for pain but which is clearly an attempt at a smile bruises Scourge’s face as he cracks the whip in his hand and screams at the PCs.
  • DUNGEON MASTER sent Mr Scourge.png,… *
    DUNGEON MASTER: “Still abed with the sun over the yardarm? 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!
    DUNGEON MASTER: Scourge and the pirates herd you through the middle deck and onto the Wormwood’s main deck to meet the ship’s captain
    DUNGEON MASTER: As you walk you notice a funny tast in your mouths
    ANDREW: Stumpy’s grin is slow to return to his face as he is hauled to his feet and taken out into the sunlight.
    DUNGEON MASTER: the aftertaste is of oily nutmeg on the tongue
    ANDREW: Rubeus swallows and gets to his feet, doing his best to keep his head high and his feet steady.
    DANIEL: Varek silently curses as he realises he is not within the flea and vermin infested tavern but onboard a pirate ship. He rolls out of bed, praying to Besmara his legs can support his weight after the previous nights beating.
    ANDREW: Know(nature) 29
    DANIEL: Lumak nimbly hopes out of bed, more sure footed then his companions, quickly looking around at those within the room. Lumak also curses silently, as he comes to the conclusion the gold toothed pirate in front of him is in fact serious about his threats.
    DUNGEON MASTER: you recognize the aftertaste as a clear sign of oil of taggit poisoning you remember indulging in spicy food and spicy rum late last night, and that the oil was likely added to your food or drink, and the spices hid the taste of the taggit oil. you are slowly remembering seeing the face of Master Scourge last night as well, and can piece together the facts on how you were so easily press ganged.
    DUNGEON MASTER: the effect of oil of taggit is to be unconsciousness for 1d3 hours
    DUNGEON MASTER: When you all reach the main deck, it’s quickly apparent that 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— clearly the captain. 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.
    ANDREW: As he rises to his feet, Rubeus shakes his head fiercely and exhales, allowing his lips to make a “rbbbbbbr” sound. His hands slide over his garmets, checking to see what of his belongings remain.
  • DUNGEON MASTER sent Captain Harrigan.png,… *
  • DUNGEON MASTER sent Mr Plugg.png,… *
    DUNGEON MASTER: Rubeus notices that everything he had is no longer with him they clearly have taken everything. However by sheer luck he notices that they have missed his components pouch which is in the corner of one of his pockets
    DUNGEON MASTER: At this point you also notice that they 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 with their newfound situation. A dozen or so other pirates, clearly existing members of the crew, stand about on the deck or in the ship’s rigging. Once you are all are on deck, the captain addresses the everyone
    ANDREW: \Rubeus takes the discovery in stride.

To his side, the somewhat more slow-witted Stumpy ponders the same question, his face reddening as he discovers most of his weapons are no longer at hand.
DUNGEON MASTER: Stumpy doesn’t feel much better as he realise he still has his dagger which was in hidden in a secret compartment in his pegleg. He doesn’t feel any better because the dagger is not the same as his greatsword
DUNGEON MASTER: “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! 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.”
DUNGEON MASTER: At the end of his speech, the captain walks away, leaving behind the man with the cat-o’-nine-tails. This you assume is Mister Plugg, the Wormwood’s first mate. He looks down at the “new recruits” and smiles unpleasantly.
DANIEL: Varek shivers slightly at the sight of the cat-o-nine tails and the expression shown openly on Mr Pluggs face. With no were to hide he prays to avoid attracting the attention of Mr Plugg.
DUNGEON MASTER: Mr Plugg addresses the eight of the new recruits. You belong to me! the sooner you understand that the easier it will be. I am the god you will now worship and my word is law. Any that don’t agree with me will be keelhauled at the Bloody hour. Understand"
DUNGEON MASTER: We are now going to find out what you will be doing on this ship! I am going to tell you what to do you will do it!
ANDREW: Rubeus watches with an impassive face as he listens to the speech of his new taskmaster.
DUNGEON MASTER: “You four”, Mr Plugg is pointing at our four heroes, “You will all race to climb to the crow’s nest on the mainmast above the main deck as fast as you can. anyone slacking will be whipped. Climb NOW! with that he cracks his whip”
DUNGEON MASTER: Climbing the rigging requires a DC 10 Climb check to reach the crow’s nest, 60 feet above the deck.
ANDREW: Stumpy does not hesitate a moment before leaping onto the rigging.

For his part, Rubeus waits just a moment before hopping up after Stumpy.
DANIEL: Lumak springs to the task, not so keen on the possibility of a lashing, realising he would need all his strength to survive.
Climb check: 1d20+9 = 15
Climb check: 1d20+9 = 20
Climb check: 1d20+9 = 17
Climb check: 1d20+9 = 12
Climb check: 1d20+9 = 15
Climb check: 1d20+9 = 15
Climb check: 1d20+9 = 21
Climb check: 1d20+9 = 22
Climb check: 1d20+9 = 17
ANDREW: Stumpy: [2 19 10 17 12 17 17 7 20] 9
ANDREW: Rubeus: [15 9 6 10 15 1 11] + 1
ANDREW: Both Rubeus and Stumpy climb methodically to the top. Rubeus slips once, but manages to catch himself and keep ascending.
DANIEL: Varek walks over and looks up, not as keen as the other’s to risk falling from such high. His goal is to climb, hoping someone else fails before he does to avoid the taste of the whip.
Climb check: 1d20
2 = 16
Climb check: 1d20+2 = 20
Climb check: 1d20+2 = 5
Climb check: 1d20+2 = 12
Climb check: 1d20+2 = 9
Climb check: 1d20+2 = 18
Climb check: 1d20+2 = 19
Climb check: 1d20+2 = 12
Climb check: 1d20+2 = 17
Climb check: 1d20+2 = 22
DUNGEON MASTER: “YOU” Mr Plugg yells at Lumak, "as you are the clear winner, you are now a rigger. you answer directly and report to me on a daily basis. All of you get down here now!
ANDREW: While at the top, Stumpy takes a look around to see how far off they are from land.
DUNGEON MASTER: As you all return to the deck, Mr Plugg Lines you all up and ask each one of you “Can you Cook”
ANDREW: Then, both he and Ruben comply with Mr. Plugg’s demand.
ANDREW: “I cannot,” replies Ruben.
“No,” growls Stumpy.
DANIEL: Varek stands there for a moment, catching his breath and at the same time glad his neck isn’t broken from failing. He looks around, content that cooking would be an ok job and it would give access to knives and potential weapons. “Yes sir, I can cook,” he answers without hesitating.
DANIEL: Bluff check: 1d20+6 = 18
DUNGEON MASTER: Right. You are the New Cooks Mate, you will be reporting to “Fishguts” the cook
DUNGEON MASTER: The rest of you worthless scum are all assigned to be swabs, under the command of Master Scourge. If I hear of any problems for Mr Scourge you will deal with me!
DANIEL: Varek: Cook’s mate check: 1d6 = 1
ANDREW: Both Stumpy and Ruben nod at hearing this news.
DANIEL: Day 01 – Lumak: Rigging check: 1d6 = 3
ANDREW: Stumpy: Day 1 Swab check = 5
Rubuen: day 1 Swab check = 6
DUNGEON MASTER: Mr Plugg Grabs Varek and guides him towards the kitchen. You met a huge man who sticks of Alcohol. “fishguts” you have a cooks mate. the food better be good tonight or you both get rope bashes, Understand." With that Mr Plugg Growls at the cook and leaves the kitchen
DUNGEON MASTER: After dealing with Varek, Mr Plugg returns for Lumak. – You come with me. Mr Plugg takes you to the mast points up to the rigging 50 feet up telling you what he wants you to do all day. you are required to be up in the rigging each day
DUNGEON MASTER: Mr Scourge grabs Stumpy and Rubuen and pulls a face that is supposed to be a smile but doesn’t quite make it past a ugly grimace. You belong to me now you worthless pieces of shit. “YOU” Mr scourge shouts at Stumpy, "your job today is to pass messages amoungst the officers and the all parts of this ship. No matter what you WILL NOT go into the officers’ quarters.
YOU” he yells at Reuben "your job is to repair all the sails and rope that breaks or frays today.
If either of you does not do their job or you cause any problems you will be punished severely….so please, please fuck up cause I am looking forward to causing you both pain you useless fuckers!
DUNGEON MASTER: Daytime Ship Actions
Work Diligently:
Gain a 4 bonus on any one check for a job’s daily task
Make normal checks for a job’s daily task and attempt to influence a single NPC
Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)
Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9)
Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered (see below).
DANIEL: Day 01 – Lumak: Rigger – Climb check: 1d20
9 = 19
Day 01 – Lumak: Rigger – Profession (sailor) check: 1d20+6 = 18

  • DUNGEON MASTER sent WormWood Map.docx,… *
    ANDREW: Day 1 – Stumpy – Acrobatics: 17+2=19; Con: 9+4=13
    Stumpy spends the day hobbling around with messages, taking his time to explore the ship as he does so.

Perception: 14+8=22
DUNGEON MASTER: Rigger: Riggers work the rigging and unfurl the sails. In battle, next to that of a boarding party, the riggers’ job is one of the most dangerous, as they pull enemy vessels near enough to board.

Swab: Any sailor who mops the decks. Also used as slang for any low-ranking or unskilled crew member.
ANDREW: Day 1 – Reuben – Prof(sailor) 19+8=27
Reuben spends the day repairing rigging, quite skilfully due to his immense experience as a sailor. He gives himself some time to scout as well, peeking about the ship to get the lay of the place.
Perception: 11+6=17
DUNGEON MASTER: Reuben notices the (A1) Foredeck: This raised deck stands some 10 feet above the main deck (area A3), immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck.
DUNGEON MASTER: A2. Poop Deck: This raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads. An iron cage hangs from the side of the mizzenmast, containing the body of a pirate an ugly parrot perches atop the cage, clearly waiting for its master to awaken (he is dead). the parrot, which has lost more than few of its feathers, is considered unfriendly and possesses a considerable vocabulary of appalling curse words.
Captain Harrigan and Mr. Plugg spend most of their time on this deck. When the captain is on deck, it is clear that the poop deck is off-limits to everyone but officers.
DUNGEON MASTER: A3. Main Deck: The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and can be crossed with DC 10 Acrobatics or Climb checks. Several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. The ship’s clock, a macabre brass-and copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday.
Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles, two doors lead into the officers’ quarters (area A4), while two doors aft lead to the captain’s quarters (area A5).
A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature). It is locked with a good lock; Captain Harrigan and
Mr. Plugg have the keys.
A small jolly boat (same statistics as a rowboat) sits on the deck next to the port rail. It has two sets of oars but no mast. Although designed to carry four Medium passengers, the jolly boat can fit six at a push.
ANDREW: Stumpy, while delivering messages, makes a point of inspecting the poop deck.
Rubeus inspects the main deck while repairing sails & rigging.
ANDREW: [Redact the above.]
ANDREW: Stumpy, while delivering messages, makes a side trek to explore the odd room (A7).
Rubeus for his part snoops around A4.
DUNGEON MASTER: (A7) This tiny cabin contains two beds and two footlockers
DUNGEON MASTER: there is a strong smell of rum and on the bed is a sword, but it is not something you could easily hide and carry out
ANDREW: Stumpy grins in satisfaction at his discovery.
DUNGEON MASTER: A4 door is locked with what looks like a good lock
DUNGEON MASTER: A4. Officers’ Quarters
DUNGEON MASTER: the two narrow doors leading to the main deck (area A3) are locked with good locks
DANIEL: Day 01 -Varek: Influence the Chef – Varek regards ‘fishguts’, waiting until the sound of Mr Plugg’s leather boots on wood had faded. “Me name’s Varek,” with an incline of his head in the direction of Mr Plugg, “I maybe new but that guy has a cork so far up his ass he would float.” He softly chuckles, hoping fishguts shares the same temperament for Mr Plugg.
DUNGEON MASTER: “Fishguts” giggles a little at what you say but then pulls a stern face. You better be careful about what you say about a fellow officer on this ship. that’s a great way to get a beating! “Belch”
DANIEL: Day 01 – Varek – Diplomacy check (influence): 1d20+2 = 10
DUNGEON MASTER: Now we have work to do, my name is Ambrose Kroop, everyone calls me Fishguts. What is your name?
DANIEL: “Varek Thronholm is me name. Found me way to The Shackles and after a few stiff drinks had the chance to board the Wormwood. How long have you served if ye don’t mind me askin?”
DUNGEON MASTER: Been on this ship for too years… you like a drink eh. so do I …Kroop takes a swig from a bottle but does not offer you any.
DUNGEON MASTER: now your job here is to be me cooks mate, which basically entails helping me prepare meals, and actually acquiring food for meals by fishing on a fairly regular basis!
DANIEL: Varek nods in agreement, “You won’t hear any complaints from me. Done me fair share of fishin over the years.”
DUNGEON MASTER: Good…you’ll do well then! now where was I (he takes another swig of his bottle) "you be careful here and do as you are told…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.”
DUNGEON MASTER: with that he grabs a live chicken puts it on his shoulder and starts stroking it under the chin and says right time to cut up the fish for fish stew tonight and he sets you off to work
DUNGEON MASTER: In the rigging Lumak meets “Ratline” another male Halfling, however today Ratline is clearly keeping his head down nd just doing his work
DUNGEON MASTER: Stumpy and Rubeus, while doing their swab rounds meet other swabs, Rosie a foul mouthed halfling (who seems to be stronger than everyone else twice her size), Giffer a bedraggled gnome with one eye and Sandra Quinn, a cleric of Besmara the Pirate Queen. Sandra seems to be very friendly and talks to you both, while the others just go about their work
DUNGEON MASTER: At dusk The entire crew gathers on deck, you see a man being hauled before Mr Plugg in chains and hear him accuse the man of stealing from the quartermaster
DUNGEON MASTER: MR Plugg and Mr Scourge interrogate the man (you you hear others call Jakes Magpie) who eventually breaks down and confesses.
DUNGEON MASTER: A loud announcement that a Keelhauling is to be done is made
DUNGEON MASTER: Ropes are attached to Jakes and he is then slowly keelhauled. [perception checks please]
ANDREW: Neither Stumpy and Rubeus show any reaction at the announcement of the keelhauling.
ANDREW: Stumpy perception: 2+8=10
Rubeus per: 4+6=10
DANIEL: Day 01 – Lumak – Perception check: 1d20+7 = 25
Day 01 – Varek – Perception check: 1d20+5 = 13
DUNGEON MASTER: Lumak notices the relish with which Mr. Plugg, in particular, tugs at the rope as the unfortunate Magpie is dragged under the ship for 12 rounds.
DUNGEON MASTER: What appears on the other side of the Keelhauling does not look like a man a blob that has been cut to shreds
DUNGEON MASTER: Mr Plugg says, those of you that want to say goodbye to hi do so now. but be aware he ain’t going to be in a talkative mood. Plugg and Scourge laugh at the joke, and move away saying…throw him over to the sharks. that will teach him the lesson
DUNGEON MASTER: you notice some in the crowd have enjoyed it whilst others are clearly keeping an impassive face and bearing it, in some cases it is hard to tell
ANDREW: Rubeus takes the time to inspect the body, even though he knows full well what a keelhauling will do to man.
Heal: 2+6=8
DANIEL: Lumak moves closer to see if there is anything of value he could palm without notice?
DANIEL: Varek takes a closer look at the man and his injuries. Heal check: 1d20+5 = 16
DANIEL: Lumak Perception check: 1d20+7 = 24
DUNGEON MASTER: Varek notices that that the unfortunate Jakes took about 24 points of damage from the punishment and drowned as well from the Keelhauling.
DUNGEON MASTER: Lumak doesn’t find anything and is confident that they took everything off him but his plain clothes before the keelhauling
DANIEL: Varek stands before making a few words, “Besmara, this man was caught and found gilty of thieving. If he had the skill none would be the wiser and he would have got away with it. Now this man shall join you in your cold watery domain for all time.”
DUNGEON MASTER: Sandra walks over to the corpse and also says a prayer to Besmara over it and says to Varek well put brother she then turns to all four of you and says, with a sad face welcome to the “Bloody Hour”. This happens each day before leisure time". She then helps throw the body to the sharks attracted to the blood during the Keelhauling.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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