This post has potentially manipulated dice roll results.
Sasha swings by Deket on her way up the riggings. "You alive in there?" She says. "Hang in there Deket, you must survive this, we will need you, me and the others when the time comes. You will have your time with Scourge and Plugg, I promise you that." Sasha says to the Tiefling, hoping to help him endure his stay in the box.
She will also swing by Grath. "You did a good thing saving Jack from the whip, but be careful, we will need you, me and the others when the time comes."She says to the Goliath hoping to help him endure his punishment. Sasha then starts with her daily assignment together with Samms, cooperating efficiently. Rope work: 19
At a break in her work she seeks out the half-elf swab Badger Medlar sharing some thoughts on the unjust punishment of Grath and Deket. Persuasion: 18
"Hello there. A little tight in here but I've been through worse. Not that I remember when but... " he tries to joke. Then his tone changes. "Thanks I had to try to save that kid that madness. I'm just sorry that Grath got catch in the way. I noticed that you were ready to jump it too. " he makes a pause " I appreciate it.You all can count on me. " he replies to Sasha. "Thanks for stopping by, I would invite you in for a cup of tea but I am out of water you see..." he says, in a more joyful tone.
If during the day anyone pass nearby they can hear him humming the music of the song that Ringer sang the previous day.
This post has potentially manipulated dice roll results.
As he moves around hauling rope, Ringer will occasionally refresh his cooling of a portion of the box, and the mast at Grath's back.
He has a rough day of it though, hauling lines is not what he excels at.
He tries to distract himself from his miserable efforts by exchanging curses with Rosie.
Intimidation and Persuasion have the same mod, basically looking to meet her level of expertise at cursing, with some of the stuff he's learned from Grok, as well as old favorites: 7
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DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
This post has potentially manipulated dice roll results.
As both Grath and Deket are currently indisposed, Jonah works extra hard to pick up the slack. Despite the difficult work, he makes sure to take care of himself so that he is not impaired later in the day, when he plans to resume work on his hidden compartment.
Athletics(let's go 25% chance): 6 Con(work diligently): 15
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"Ignorance is bliss, and you look absolutely miserable."
Vireil has no time for duties today. She has a plan, and it will require time, so she should start as early as possible. She tries to quickly be done with her work, despite how demanding it is. Dexterity Check: (16; 9 - disadvantage)+2=11. Constitution Saving Throw: 2+2=4 :/ Despite the rash, Vireil does a good enough job but exerts herself too much in the process. She's tired by the end of her shift, which makes her rethink some choices, but eventually, she decides to do it anyway.
As soon as she has a chance, Vireil is already Shirking. That is because she needs to use the time for other things. During the day, she tries to follow Scourge. From a distance, as much as possible, trying to stay hidden. Her goal is to learn as much as possible about him. What does he like? What does he dislike? What gets on his nerves more than other things? Weaknesses? Vices? Habits? Strange behaviours? Anything she can learn. If at some point, she believes the Officer's Quarters (A4) is empty, she might try to sneak in and explore the area, trying to learn more about Scourge, possibly by examining his personal stuff.
(OOC: What should Vireil roll for? Would that be the normal Perception and Stealth as noted in the campaign notes, or perhaps something different to match what Vireil is trying to accomplish? Moreover, would the Ranger feature Favored Enemy have an effect here? It's not what it means RAW, but I imagine gathering information should be affected by it, and Scourge is a Human, which is one of Vireil's chosen enemies. If it doesn't apply, no matter, she'll still try to do the same.)
Sasha, Badger nods morosely about the bloodyhour last night, seeming more disturbed by Jack's treatment than by the brutality against Grath...but still somewhat swayed by your words.
"Oh Aye, I seen them beasties that yoose brought up from the bilges yester...There was no call for punishing jack like that. What did he want, one boy to stand against rats almost half his size with nothing but a borrowed knife in his hand. Twas unjust. But then, what can ye do? Calling on the captain to set things right tisn't an option."
Badger's attitude towards you has been improved from Indifferent to Friendly.
Ringer, Rosie delights in the battle of vulgarity that you engage her in...and manages to add some new terms to your internal list although most seem to be variations on a theme insulting someone else's height. She also favors you with a whole string of Halfling phrases that you assume are curses based on the tone with which they are spewed, but you don't know what they mean right off.
Rosie's attitude towards you has improved from Indifferent to Friendly.
Viriel, you keep an eye on Scourge throughout the day and find that most of it is spent keeping an eye on the Swabs. He is not spare with his whip if he thinks someone is slacking...and even doubly so today with the swab crew being short. However, as a barely redeeming quality you do notice that he does put in work himself as well. Today he appears to be acting as a runner and pitching in with swabbing duties when he is not bullying members of his work crew.
As you are keeping an eye on Scourge you notice the red haired woman that rumour has it is a wind-whisperer exit the Officer's quarters and had up to the poop deck to consult with the captain about something. There is a key hanging from her wrist as she walks away from the door, but it did not look like she locked it behind her. Now would be your chance to slip into the officer's quarters if you wanted to, as by your count there is not currently anyone in there. However, it would mean leaving the observation of Scourge for a time.
Since you are shirking you can make an insight check on Scourge and then make a stealth check to get into the officer's quarters followed by your choice of perception or investigation to search them. The insight check would be a normal roll got anyone else, but I am going to give you advantage because of the favored enemy thing, the others would be at advantage from the shirking. For clarity, this is advantage on insight during a hunt/stalk style observation to intuit something about your prey...you will not be getting advantage on insight checks to tell if humans are lying going forward or anything like that.
The exhaustion point won't affect these rolls because that doesn't set in until the end of the shift...the exhaustion will affect any rolls that you decide to make for your night time action.
Jonah, you manage to get your work accomplished today despite Scourge regularly sniffing around to make sure you are being as diligent as you could be. His presence in your vicinity seems greater today that it has on previous...but maybe that is just because there are less workers today to split his attention.
Grath, during the course of the day leaning against the mast as work goes on around you and with sweat biting into your skin, at one point the Captain of the vessel finds himself standing near the center of the ship. With a lazy air that conveys that he is speaking to himself, or perhaps to the air, but certainly not to anyone in particular, you hear him mutter... " 'Twould be good to have big strong arms that one could trust on this ship. Men what can follow orders and earn their place. But if the simplest of orders can't be followed...then ye canna trust a man to follow ye into battle either. Then tha man is worthless, less than nothing...'e becomes a liability. And liabilities have to be discarded with the bilge water what."
His one eye slides in your direction to reassure himself that you were able to overhear his musings before he moves on...not waiting or even expecting a response from you. In fact, you get the sense that the opposite is expected, that you listen but do not respond.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
(Regarding the Favored Enemy, that's what I expected, thanks. I didn't realise exhaustion only applies after the ship action, though. That's good to know.)
Vireil doesn't need to debate herself long and quickly abandons watching Scourge, for the moment. After all, getting into the officers' quarters was risky and chances were rare. Chances to see Scourge? Those will come plenty, unfortunately. Vireil quickly, though careful not to draw anyone's attention, opens the door to the officers' quarters and slips inside, ready to search the place.
Insight: (8;13 - advantage)+4=17. Stealth: (16;9 - advantage?)+4=20. The Campaign Notes say nothing about the advantage for this check, but as I can understand from your latest post it does gain an advantage? With or without, the higher roll was the first, so it doesn't change much for this roll. Perception: (5;10 - advantage)+4=14.
This post has potentially manipulated dice roll results.
(Hmm, let me double check on the rules in the AP book for that...I may have mispoke...like you said, doesn't matter this time though....I will get you a post about the results of your insight on Scourge later tonight or tomorrow...but first, the results of your sneaking into the Officer's Quarters.)
As you open the left of the double doors it swings two revealing a cramped cabin under the foredeck of the ship. There are two sleeping mats on the floor with three hammocks suspended above them...a set of footlockers like those of the crew, but with finer looking locks are arrayed near the sleeping areas. Portholes on either side of the room beam in what illumination is necessary to see what needs to be seen. Towards the triangular front of the cabin a set of stair descends sharply down into the middle hold.
You close the door quietly behind you and step forward to begin a prefunctory search of the cabin...as you do, you step across a fine tripline that triggers an unseen trap, sending a harpoon shooting out of a rack on the wall next to you, hurling towards your chest!
Trap Attack: Attack: 21 Damage: 1
If this hits I will also need a constitution saving throw vs a poison effect.
Edit to add, okay...so looking at your character sheet that hits...So the poison effect is DC 13 or be poisoned and take 1 point of con damage...the con damage reoccurs each round for 4 rounds...but you get a new save each round...one success ends the poisoned effect and you don't have to save on subsequent rounds after that...Keep in mind poisoned is disadvantage on Attack rolls and ability checks, but not saving throws...so even if you fail the first time the poisoned effect does not effect your saving throws...so small graces.
Through luck alone, Vireil is only wounded, and not completely impaled by the harpoon. She realises she'll have to hide the would later, or questions might be raised. She stops for a moment, starting to rethink what she's doing. Traps, right. They did mention the last guy who was keelhauled was captured thanks to a trap. If she dies here to a trap, it was all for nothing. However, turning back at this point... She steels herself and decides to keep searching the room, now more wary of traps than she was before, checking before each step that no traps will be triggered.
As the harpoon scratches across your abdomen rather harshly, there is a cramping of muscles and dizziness that you are familiar with...the point was definitely poisoned. But either the person that applied it to the weapon did a poor job, or perhaps it is a poison you have encountered before. For whatever reason the cramping feeling passes without any negative effects.
Now that you know what you are looking for you can see another tale-tell string stretching across the entrance to the staircase at the forward most part of the cabin. Following the line you see another harpoon trap that is resting across the top of the doorframe leveled at anyone entering or exiting by the stairs. With an example of a trap readied to spring you think you could likely reload and reset the harpoon trap that you had triggered...or you could attempt to disarm the other one if you so choose.
Each of the five footlockers have names burned across the wood on the top. Plugg, Scourge, Krine, Longfarthing, Quarne. You give each of the padlocks a pull and find it is not unlocked like the lucky one you have found a few days ago. Checking the sleeping mats and hammocks you do find that both Plugg and Scourge sleep with a pair of daggers under their heads, but apparently anything else of worth is locked away.
You hear a shout out on deck as crew members going about their work...the surprise of it sending another jolt of adrenaline through your system. You remind yourself that someone could come in at anytime...and if you are found here it likely would go poorly for you.
(What else would you like to do while exploring?)
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
It is good that in Ilizmagorti, poisons were things one would encounter often. Though she's not a master with it, even she had to use a Poisoner's Kit in her life a few times (I just realised she has proficiency in that from her background. Hmm, maybe I could find a way to use it). Perhaps whatever poison it is was one of the few she had dealt with before.
When she notices the daggers, she thinks about taking them for a moment... but the possible consequences scare her. If she's found... not good. Rather, a different idea comes to mind. She quickly takes Plugg's daggers and hides them with Scourge's daggers. She has no idea if it will have any effect, but it might.
Vireil considers checking downstairs, but... she should not linger here much longer. She thinks about the harpoon for a moment. If she leaves it here, someone will find it and will know someone entered the place. It was good to take a first look at this place, but she should not be too greedy for results. Vireil tries to set the trap again, careful not to touch the tip of the harpoon. Then, she peeks outside, and if she's sure nobody can see, she tries to slip out of the door.
Fitting the harpoon back into its firing mechanism is easy enough. To actually reset the trap and make it ready to fire again will require an int-based survival check (use intelligence instead of wisdom)...it is a fairly low DC...but as a heads up this is a skill check you can critically fail on, so if you roll a 1 then you successfully reset it and then accidentally set it off again. You could also choose to leave it unset...but then there is a chance that someone will notice and know someone was in here...not as high of a chance as if you had left the harpoon laying on the ground...but its there.
Assuming you do not become critically injured from what you choose (otherwise we will need to retcon this)...
You peak out the door and see that fortunately for the moment the coast is clear. Darting through the door and up onto some rigging, you feel like you have managed to get your head both into and out of a shark's mouth ..a very interesting view down the gullet.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Intelligence-based Survival: 19 (I swear it was hanging on that 1 for a moment).
Vireil does a good enough job, and at the very least, don't get the trap to trigger on herself. It should do, she hopes, before leaving the room. This was merely the first, small step, perhaps, but it was a step nonetheless, which is more than most of what she's been doing on this ship.
(Sorry I vanished guys...The board at my post...and I was frustrated so I said I would come back to it...and then I got hyperfixated on something else...and then it was 3 days later. Anyway, on with the show.)
Vireil, after sliding smoothly out of the officer's cabin and up onto the riggings you resume your surveilance of Master Scourge. You do happen to catch a glance of the white haired surgeon returning to the quarters and wait a moment with held breath, but there is no cry of alarm. He does not appear to have noticed anything is awry.
At the end of the day, you feel like you have a decent grasp of Scourge and his associations with the rest of the crew. The words you would use to sum him up are sadistic coward. Scourge looks to his association with Plugg for protection, and in return has no compunctions or morality when it comes to carrying out the tasks that Plugg sets before him. He is bold and violent when dealing with anyone that he perceives as beneath him, but scrapes and totes to all of the other officers with the exception of Kroop. You get the sense Scourge yould happily kick a dying dog in the street if asked, but should that dog get up and bite he would probably quickly flee or call for assistance.
****
(Are there any remaining things to resolve before we move to bloody hour? I have lost track.)
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
As the sun sets on another back breaking day of labor the crew once again gathers for the nightly rituals. Before bloody hour begins Mister Plugg has a few words to say to the assembly.
"Yesterday was a 'ard day for all of us. 'Ard to experience I am sure," He looks at Grath, standing tall and proud despite having been chained out in the sun with exposed cuts all day. " 'Ard to minster as well. No leader wants men to be beaten into subservience." He now looks at Scourge, who shruggs and spits onto the deck in indifference. You get the feeling if he had his way he would beat every last one of you into subservience. After a long stare that perhaps conveys the slightest of divides; Plugg continues, "Let's allow what happened to Mister Grath and Mister Karkrow be a lesson for us all then. Orders will be followed. Decorum will be maintained. Work will be accomplished. Some of you still did not work to yer fullest."Now the stare settles on Ringer, his failures in the ropes did not go unnoticed. "But I have no more taste for blood today. Deket will be punished for speaking out of turn yesterday...and then we will have an end to Bloody Hour for tonight. Instead, let us have some entertainment and comradery. Let's get the unpleasantness over with and I will speak more on that. 5 lashes Master Scourge, no more, no less. Have Miss Quinn assist again this evening if the man is not up to the task."
With a nod Tam Tate and Jaundiced Jape step forward and begin unshackling the binds from Grath. Jack Scrimshaw rushes forward too, to provide assistance should Grath need it as he takes his first steps away from the mast. It is a comedic but heartwarming picture to see the lad that barely stands taller than the goliath's naval wanting to offer support.
Meanwhile, Sy Lonegan undoes the padlock holding the sweatbox closed and the front falls open with a crash. She steps back as hot air finds an escape and cooler evening air rushes in. Inside sits a crammed but apparently unperturbed Deket, waiting to step out.
***Pause for dramatic effect and if any members want to say/do anything***
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
((DM Inspiration to roll better Athletics maybe?: 22))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Sasha swings by Deket on her way up the riggings. "You alive in there?" She says. "Hang in there Deket, you must survive this, we will need you, me and the others when the time comes. You will have your time with Scourge and Plugg, I promise you that." Sasha says to the Tiefling, hoping to help him endure his stay in the box.
She will also swing by Grath. "You did a good thing saving Jack from the whip, but be careful, we will need you, me and the others when the time comes." She says to the Goliath hoping to help him endure his punishment.
Sasha then starts with her daily assignment together with Samms, cooperating efficiently.
Rope work: 19
At a break in her work she seeks out the half-elf swab Badger Medlar sharing some thoughts on the unjust punishment of Grath and Deket.
Persuasion: 18
Deket replies to Sasha
"Hello there. A little tight in here but I've been through worse. Not that I remember when but... " he tries to joke. Then his tone changes. "Thanks I had to try to save that kid that madness. I'm just sorry that Grath got catch in the way. I noticed that you were ready to jump it too. " he makes a pause " I appreciate it.You all can count on me. " he replies to Sasha. "Thanks for stopping by, I would invite you in for a cup of tea but I am out of water you see..." he says, in a more joyful tone.
If during the day anyone pass nearby they can hear him humming the music of the song that Ringer sang the previous day.
PbP Character: A few ;)
"We'll just have to have that cup of tea later, if you manage to stay out of there my friend." Sasha laughs softly.
As he moves around hauling rope, Ringer will occasionally refresh his cooling of a portion of the box, and the mast at Grath's back.
He has a rough day of it though, hauling lines is not what he excels at.
He tries to distract himself from his miserable efforts by exchanging curses with Rosie.
Intimidation and Persuasion have the same mod, basically looking to meet her level of expertise at cursing, with some of the stuff he's learned from Grok, as well as old favorites: 7
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
As both Grath and Deket are currently indisposed, Jonah works extra hard to pick up the slack. Despite the difficult work, he makes sure to take care of himself so that he is not impaired later in the day, when he plans to resume work on his hidden compartment.
Athletics(let's go 25% chance): 6 Con(work diligently): 15
"Ignorance is bliss, and you look absolutely miserable."
Vireil has no time for duties today. She has a plan, and it will require time, so she should start as early as possible. She tries to quickly be done with her work, despite how demanding it is.
Dexterity Check: (16; 9 - disadvantage)+2=11.
Constitution Saving Throw: 2+2=4 :/
Despite the rash, Vireil does a good enough job but exerts herself too much in the process. She's tired by the end of her shift, which makes her rethink some choices, but eventually, she decides to do it anyway.
As soon as she has a chance, Vireil is already Shirking. That is because she needs to use the time for other things. During the day, she tries to follow Scourge. From a distance, as much as possible, trying to stay hidden. Her goal is to learn as much as possible about him. What does he like? What does he dislike? What gets on his nerves more than other things? Weaknesses? Vices? Habits? Strange behaviours? Anything she can learn. If at some point, she believes the Officer's Quarters (A4) is empty, she might try to sneak in and explore the area, trying to learn more about Scourge, possibly by examining his personal stuff.
(OOC: What should Vireil roll for? Would that be the normal Perception and Stealth as noted in the campaign notes, or perhaps something different to match what Vireil is trying to accomplish? Moreover, would the Ranger feature Favored Enemy have an effect here? It's not what it means RAW, but I imagine gathering information should be affected by it, and Scourge is a Human, which is one of Vireil's chosen enemies. If it doesn't apply, no matter, she'll still try to do the same.)
Varielky
Sasha, Badger nods morosely about the bloodyhour last night, seeming more disturbed by Jack's treatment than by the brutality against Grath...but still somewhat swayed by your words.
"Oh Aye, I seen them beasties that yoose brought up from the bilges yester...There was no call for punishing jack like that. What did he want, one boy to stand against rats almost half his size with nothing but a borrowed knife in his hand. Twas unjust. But then, what can ye do? Calling on the captain to set things right tisn't an option."
Badger's attitude towards you has been improved from Indifferent to Friendly.
Ringer, Rosie delights in the battle of vulgarity that you engage her in...and manages to add some new terms to your internal list although most seem to be variations on a theme insulting someone else's height. She also favors you with a whole string of Halfling phrases that you assume are curses based on the tone with which they are spewed, but you don't know what they mean right off.
Rosie's attitude towards you has improved from Indifferent to Friendly.
Viriel, you keep an eye on Scourge throughout the day and find that most of it is spent keeping an eye on the Swabs. He is not spare with his whip if he thinks someone is slacking...and even doubly so today with the swab crew being short. However, as a barely redeeming quality you do notice that he does put in work himself as well. Today he appears to be acting as a runner and pitching in with swabbing duties when he is not bullying members of his work crew.
As you are keeping an eye on Scourge you notice the red haired woman that rumour has it is a wind-whisperer exit the Officer's quarters and had up to the poop deck to consult with the captain about something. There is a key hanging from her wrist as she walks away from the door, but it did not look like she locked it behind her. Now would be your chance to slip into the officer's quarters if you wanted to, as by your count there is not currently anyone in there. However, it would mean leaving the observation of Scourge for a time.
Since you are shirking you can make an insight check on Scourge and then make a stealth check to get into the officer's quarters followed by your choice of perception or investigation to search them. The insight check would be a normal roll got anyone else, but I am going to give you advantage because of the favored enemy thing, the others would be at advantage from the shirking. For clarity, this is advantage on insight during a hunt/stalk style observation to intuit something about your prey...you will not be getting advantage on insight checks to tell if humans are lying going forward or anything like that.
The exhaustion point won't affect these rolls because that doesn't set in until the end of the shift...the exhaustion will affect any rolls that you decide to make for your night time action.
Jonah, you manage to get your work accomplished today despite Scourge regularly sniffing around to make sure you are being as diligent as you could be. His presence in your vicinity seems greater today that it has on previous...but maybe that is just because there are less workers today to split his attention.
Grath, during the course of the day leaning against the mast as work goes on around you and with sweat biting into your skin, at one point the Captain of the vessel finds himself standing near the center of the ship. With a lazy air that conveys that he is speaking to himself, or perhaps to the air, but certainly not to anyone in particular, you hear him mutter...
" 'Twould be good to have big strong arms that one could trust on this ship. Men what can follow orders and earn their place. But if the simplest of orders can't be followed...then ye canna trust a man to follow ye into battle either. Then tha man is worthless, less than nothing...'e becomes a liability. And liabilities have to be discarded with the bilge water what."
His one eye slides in your direction to reassure himself that you were able to overhear his musings before he moves on...not waiting or even expecting a response from you. In fact, you get the sense that the opposite is expected, that you listen but do not respond.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(Regarding the Favored Enemy, that's what I expected, thanks. I didn't realise exhaustion only applies after the ship action, though. That's good to know.)
Vireil doesn't need to debate herself long and quickly abandons watching Scourge, for the moment. After all, getting into the officers' quarters was risky and chances were rare. Chances to see Scourge? Those will come plenty, unfortunately. Vireil quickly, though careful not to draw anyone's attention, opens the door to the officers' quarters and slips inside, ready to search the place.
Insight: (8;13 - advantage)+4=17.
Stealth: (16;9 - advantage?)+4=20. The Campaign Notes say nothing about the advantage for this check, but as I can understand from your latest post it does gain an advantage? With or without, the higher roll was the first, so it doesn't change much for this roll.
Perception: (5;10 - advantage)+4=14.
Varielky
(Hmm, let me double check on the rules in the AP book for that...I may have mispoke...like you said, doesn't matter this time though....I will get you a post about the results of your insight on Scourge later tonight or tomorrow...but first, the results of your sneaking into the Officer's Quarters.)
As you open the left of the double doors it swings two revealing a cramped cabin under the foredeck of the ship. There are two sleeping mats on the floor with three hammocks suspended above them...a set of footlockers like those of the crew, but with finer looking locks are arrayed near the sleeping areas. Portholes on either side of the room beam in what illumination is necessary to see what needs to be seen. Towards the triangular front of the cabin a set of stair descends sharply down into the middle hold.
You close the door quietly behind you and step forward to begin a prefunctory search of the cabin...as you do, you step across a fine tripline that triggers an unseen trap, sending a harpoon shooting out of a rack on the wall next to you, hurling towards your chest!
Trap Attack: Attack: 21 Damage: 1
If this hits I will also need a constitution saving throw vs a poison effect.
Edit to add, okay...so looking at your character sheet that hits...So the poison effect is DC 13 or be poisoned and take 1 point of con damage...the con damage reoccurs each round for 4 rounds...but you get a new save each round...one success ends the poisoned effect and you don't have to save on subsequent rounds after that...Keep in mind poisoned is disadvantage on Attack rolls and ability checks, but not saving throws...so even if you fail the first time the poisoned effect does not effect your saving throws...so small graces.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Constitution save: 14+2=16. Pass.
Through luck alone, Vireil is only wounded, and not completely impaled by the harpoon. She realises she'll have to hide the would later, or questions might be raised. She stops for a moment, starting to rethink what she's doing. Traps, right. They did mention the last guy who was keelhauled was captured thanks to a trap. If she dies here to a trap, it was all for nothing. However, turning back at this point... She steels herself and decides to keep searching the room, now more wary of traps than she was before, checking before each step that no traps will be triggered.
Perception? If it matters: 14+4=18.
Varielky
As the harpoon scratches across your abdomen rather harshly, there is a cramping of muscles and dizziness that you are familiar with...the point was definitely poisoned. But either the person that applied it to the weapon did a poor job, or perhaps it is a poison you have encountered before. For whatever reason the cramping feeling passes without any negative effects.
Now that you know what you are looking for you can see another tale-tell string stretching across the entrance to the staircase at the forward most part of the cabin. Following the line you see another harpoon trap that is resting across the top of the doorframe leveled at anyone entering or exiting by the stairs. With an example of a trap readied to spring you think you could likely reload and reset the harpoon trap that you had triggered...or you could attempt to disarm the other one if you so choose.
Each of the five footlockers have names burned across the wood on the top. Plugg, Scourge, Krine, Longfarthing, Quarne. You give each of the padlocks a pull and find it is not unlocked like the lucky one you have found a few days ago. Checking the sleeping mats and hammocks you do find that both Plugg and Scourge sleep with a pair of daggers under their heads, but apparently anything else of worth is locked away.
You hear a shout out on deck as crew members going about their work...the surprise of it sending another jolt of adrenaline through your system. You remind yourself that someone could come in at anytime...and if you are found here it likely would go poorly for you.
(What else would you like to do while exploring?)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
It is good that in Ilizmagorti, poisons were things one would encounter often. Though she's not a master with it, even she had to use a Poisoner's Kit in her life a few times (I just realised she has proficiency in that from her background. Hmm, maybe I could find a way to use it). Perhaps whatever poison it is was one of the few she had dealt with before.
When she notices the daggers, she thinks about taking them for a moment... but the possible consequences scare her. If she's found... not good. Rather, a different idea comes to mind. She quickly takes Plugg's daggers and hides them with Scourge's daggers. She has no idea if it will have any effect, but it might.
Vireil considers checking downstairs, but... she should not linger here much longer. She thinks about the harpoon for a moment. If she leaves it here, someone will find it and will know someone entered the place. It was good to take a first look at this place, but she should not be too greedy for results. Vireil tries to set the trap again, careful not to touch the tip of the harpoon. Then, she peeks outside, and if she's sure nobody can see, she tries to slip out of the door.
Varielky
Fitting the harpoon back into its firing mechanism is easy enough. To actually reset the trap and make it ready to fire again will require an int-based survival check (use intelligence instead of wisdom)...it is a fairly low DC...but as a heads up this is a skill check you can critically fail on, so if you roll a 1 then you successfully reset it and then accidentally set it off again. You could also choose to leave it unset...but then there is a chance that someone will notice and know someone was in here...not as high of a chance as if you had left the harpoon laying on the ground...but its there.
Assuming you do not become critically injured from what you choose (otherwise we will need to retcon this)...
You peak out the door and see that fortunately for the moment the coast is clear. Darting through the door and up onto some rigging, you feel like you have managed to get your head both into and out of a shark's mouth ..a very interesting view down the gullet.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Intelligence-based Survival: 19 (I swear it was hanging on that 1 for a moment).
Vireil does a good enough job, and at the very least, don't get the trap to trigger on herself. It should do, she hopes, before leaving the room. This was merely the first, small step, perhaps, but it was a step nonetheless, which is more than most of what she's been doing on this ship.
Varielky
(Sorry I vanished guys...The board at my post...and I was frustrated so I said I would come back to it...and then I got hyperfixated on something else...and then it was 3 days later. Anyway, on with the show.)
Vireil, after sliding smoothly out of the officer's cabin and up onto the riggings you resume your surveilance of Master Scourge. You do happen to catch a glance of the white haired surgeon returning to the quarters and wait a moment with held breath, but there is no cry of alarm. He does not appear to have noticed anything is awry.
At the end of the day, you feel like you have a decent grasp of Scourge and his associations with the rest of the crew. The words you would use to sum him up are sadistic coward. Scourge looks to his association with Plugg for protection, and in return has no compunctions or morality when it comes to carrying out the tasks that Plugg sets before him. He is bold and violent when dealing with anyone that he perceives as beneath him, but scrapes and totes to all of the other officers with the exception of Kroop. You get the sense Scourge yould happily kick a dying dog in the street if asked, but should that dog get up and bite he would probably quickly flee or call for assistance.
****
(Are there any remaining things to resolve before we move to bloody hour? I have lost track.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(Think you can move on to bloody hour :-)
((Nothing more from Ringer beforehand.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
As the sun sets on another back breaking day of labor the crew once again gathers for the nightly rituals. Before bloody hour begins Mister Plugg has a few words to say to the assembly.
"Yesterday was a 'ard day for all of us. 'Ard to experience I am sure," He looks at Grath, standing tall and proud despite having been chained out in the sun with exposed cuts all day. " 'Ard to minster as well. No leader wants men to be beaten into subservience." He now looks at Scourge, who shruggs and spits onto the deck in indifference. You get the feeling if he had his way he would beat every last one of you into subservience. After a long stare that perhaps conveys the slightest of divides; Plugg continues, "Let's allow what happened to Mister Grath and Mister Karkrow be a lesson for us all then. Orders will be followed. Decorum will be maintained. Work will be accomplished. Some of you still did not work to yer fullest." Now the stare settles on Ringer, his failures in the ropes did not go unnoticed. "But I have no more taste for blood today. Deket will be punished for speaking out of turn yesterday...and then we will have an end to Bloody Hour for tonight. Instead, let us have some entertainment and comradery. Let's get the unpleasantness over with and I will speak more on that. 5 lashes Master Scourge, no more, no less. Have Miss Quinn assist again this evening if the man is not up to the task."
With a nod Tam Tate and Jaundiced Jape step forward and begin unshackling the binds from Grath. Jack Scrimshaw rushes forward too, to provide assistance should Grath need it as he takes his first steps away from the mast. It is a comedic but heartwarming picture to see the lad that barely stands taller than the goliath's naval wanting to offer support.
Meanwhile, Sy Lonegan undoes the padlock holding the sweatbox closed and the front falls open with a crash. She steps back as hot air finds an escape and cooler evening air rushes in. Inside sits a crammed but apparently unperturbed Deket, waiting to step out.
***Pause for dramatic effect and if any members want to say/do anything***
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
The tension drains from Ringer, he'd been wound tight in anticipation of being placed against the mast.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock