Roldar had been betayed, captured by the Zadjite and sold back to his own people, although he didn't take any of his crewmates for the loyal sort, a coin is a coin philosophy shouldn't have been a prevailing one, he felt. With a sour rock in his gut since he had awoken and realized that his own people were the ones holding him,
With the ropes holding thus far, he was forced to manage and being larger than some of the others, he took his chances against the other rushing forward. He
Dice Attack:
1d20+2
(19)+2
Total = 21
swung his burly arms, using his bound hands more like a hammer as he shouldered into the others, attempting to push and pummel his way to the horrible gruel. He attempted not to let the light from the hatch above distract him, he had to keep his strength if he wished to survive and pay back his treacherous kin.
-Struggles with his binds.
-Makes a rush for the food.
Roldar | Khoran Pirate | level 0 | Token 17
HP 7/7| AC 11
Str 19 (+4) | Dex 10 (+0) | Con 12 (+1) | Int 17 (+3) | Wis 15 (+2) | Cha 13 (+1) Skills: Athletics +4 | Perception +2 Features:
-Ability Adjustment: +2 to Strength
-Sturdy: Add a +1 natural bonus to Armor Class.
-Feral: Gain advantage on Perception skill checks.
-Superstitious: Suffer disadvantage on attack rolls against aberrations, fiends and undead.
-Ship's Passage
-Tools: Navigator's tools, Water vehicles
-Languages: Susrahnian, Zadjite, Nabastissean, Khazistani, Yar-Ammonite
Niala wasn't completely unfamiliar with the ways of being a slave, little food, little care but unfortunately, she had neve hard to try this hard to get food. In the darkness, she longed for her master and even more for Gorac, although, she assumed he might be dead. She wondered how the colorful pirates that held them would make any money if half of the slaves died but that only kept her mind off her growling stomach.
She didn't make an attempt for the food, she was far too small and meek to have fought her way past the other hungry souls, she hoped that she could last a little longer, being used to the life of a slave while the others were experiencing it for the first time. When the hatch was opened, she hoped that they had finally made landfall and she would be sold to someone who would feed her a better than her current captors but because of the darkness below that she had grown used to, she
-1 level of ExhaustionWaiting for the others to kill themselves.
-Crouching away from the light.
Niala | Zadjite Entertainer/Slave | Level 0 | Token 18
HP 8/8| AC 12
Str 14 (+2) | Dex 14 (+2) | Con 14 (+2) | Int 8 (-1) | Wis 13 (+1) | Cha 17 (+3) Skills: Acrobatics +2 | Performance +3 Features:
-Ability Adjustment: +2 to Charisma
-Insidious: Gain advantage on Deception and Stealth skill checks, and an additional +1d6 sneak attack damage if you have the sneak attack class ability.
-Jaded: Gain advantage on saving throws against poison.
-Corrupt: Suffer disadvantage on Wisdom saving throws.
-Tools: Disguise kit, In musical instrument (Drums)
-By Popular Demand
-Languages: Zadjite
Hunger was not a new experience for Ganzar, but these particular slavers seemed to exploit it exceptionally well as a tool to cut the wheat from the chaff. It would take brains and brawn to survive this ride to even live to fight again, and that was on the off chance that whomever purchased Ganzar was interested in him fighting. He had been sold in part because Taikangians were seen as exotic in the west. 'Luxury merchandise' or so he'd heard, especially when it came to pleasure slaves.
Ganzar hoped that if he had to be sold again, it would be for fighting. He wasn't the best, but he was good enough, and he knew how to work with the ones who ran the gambling so that he could either throw a fight or else have a fight thrown for him and make it look convincing. This stint of slavery in particular was unpleasant since he felt especially lonely. The taskmasters here were harsher than most, and even asking to see if any of these western-looking captives alongside him spoke any language he understood, he didn't want to draw a target to himself.
Hunger was a powerful weapon, and it was working. Ganzar could hang on maybe until the next round of gruel without eating, but for now, he would let the others eat. Once the planks overhead came off, and the crew began staring down, Ganzar put his head down into his knees and made a point of staying put. He would watch as the others scrambled for the meager food, and he would observe their tactics. There would be fewer of them next time - assuming the ship didn't take on more cargo - and his chances at getting food the next time would go up that much more.
Ganzar knew that the next portion of gruel would be even smaller to fit the smaller pool of survivors, but he was too hungry and tired to think on that point too much. He would be smart about this, and he'd survive. That's what he told himself, at least.
STR11 + 2 (Savage)13 (+1) | DEX 10 (0) | CON 12 (+1) | INT 12 (+1) | WIS 9 (-1) | CHA 11 (0) HP 8/8 | AC:11 - 2 (Bound)9 | Passive Perception:(9 if no proficiency at level 0)11 | Status:Disadvantage on ability checksExhaustion Lvl 1, -2 to STR and DEX rolls, including attacks and ACBound Natural +1 bonus to ACSturdy | Advantage on Perception checksFeral | Disadvantage on attacks vs aberrations, fiends, and undeadSuperstitious | Taikangian, Bhangari (racial bonus), Sushrahnite (INT bonus)Languages | Acrobatics, Performance, PerceptionProficiencies Trait ~ Insults are the most telling sort of icebreakers, and I enjoy hearing new ones directed at me. Ideal ~ People are who they are, and there's little sense trying to change them. Deal with what's in front of you, be it a mask or a true face. Bond ~ I want to ride the currents of a life beyond my control and see all that I can see in whatever time life grants me. Flaw ~ I don't tend to take anything very seriously, and I am too content to let others dictate my life rather than take charge myself, preferring to just go with the flow. By Popular Demand ~ Can barter gladiatorial performance for room and board where applicable.Entertainer/Gladiator
Move Action: None Standard Action: None Bonus Action: None Free Action: Stays put and draws his body close to himself Reaction: None
Mara had thought that her parents had done her a kindness by not having her executed. The Telamir family had kept slaves, and Mara had thought she understood what went into breaking them so that they obeyed without hesitation. Those illusions had been stripped from her some time ago, and she could no longer tell how long that was. The Telamirs had not been merciful, not at all, but they had ensured that Mara was alive. She understood that this was a trial that she had to endure, but she had not been at all prepared for the intensity of what she was being forced to endure.
Mara had thought that her looks would make her a sought-after commodity for many a buyer, but these particular slavers seemed not to care about such things. None of them used her for themselves, probably so as not to damage the merchandise, but neither had they sold her yet. No, they were amassing a greater cargo. So many others had been brought below deck to where Mara sat in squalor, and so many had died since then, from hunger or to her fellow slaves who competed with each other for the gruel that passed for food here. It must have been raw nutrients and nothing more, as those who ate it survived, and those who didn't perished.
It was a cunning tactic, only providing enough food for half of the slaves. It let their masters see what they were capable of before they sold them. Would they use guile to wait while the others killed themselves, or would they prove strong and agile enough to keep themselves fed? This was just a test of their worth as merchandise, and while it would be utterly humiliating, there was no depth of depravity to which Mara Telamir would not sink to ensure her own survival. And then, one day, she would emerge from this hell hole with true power to make these slavers piss their pants with fear, and she would revel in it.
Then the planks came off from above, and for the first time in she didn't know how long, Mara saw daylight. It wasn't for their benefit, not the slaves. No, this was so they could see their meal easier, and so their captors could observe this test and tally the results accordingly.
Mara was hungry. She had been accustomed to a life without want before, and while she had fasted at times as an acolyte, she had never had hunger combined with these cruel conditions, and she would suffer this indignity no longer. She was Mara Telamir, she had stared into the hidden depths of the stars above, she had heard the eldritch voices promise her power, and she would not be denied!
Leaping forward as fast as she could, Mara grasped for a mere handful of gruel with her bound hands while she swept her legs around her like in her youthful dance lessons to keep any would-be competitors at bay. The moment the window of opportunity closed, she retreated one step backward to remove herself from the fray while she checked her bound hands for something - anything - worth eating. And hoping above hope, she prayed that none of the others had injured her too severely in the mad scrabble for sustenance. She was too hungry to notice if she had been truly hurt, but she imagined that she would know soon enough.
Devouring whatever it was in her hands, even if it was just thin air, she gulped it down before anyone could take it from her, and then she quickly retreated back to where she had been seated in her own little spot against the inside of the ship's hull, and she tried to hide her face behind her long, black hair. Her beauty would not serve her well here, but would instead make her a target. All the same, she might also be underestimated because of it. Time would tell, one way or another.
STR 10 (0) | DEX 15 (+2) | CON 15 (+2) | INT 16 (+3) | WIS 12 (+1) | CHA15 + 2 (Decadent)17 (+3) HP 8/8 | AC:12 - 2 (Bound)10 | Passive Perception: 11 | Status:-2 to STR and DEX rolls, including attacks and ACBound Advantage on Deception and Stealth skill checks; +1d6 sneak attack damage if Mara has Sneak AttackInsidious | Advantage on saving throws against poisonJaded | Disadvantage on WIS saving throwsCorrupt | [/B] Taraamite, Sushrahnite (racial bonus), Nabastissean (INT bonus), Lamuran (INT bonus), Yar-Ammonite (INT bonus)Languages | History, Persuasion, Deception, StealthProficiencies Trait ~ My blood doesn't make me who I am. By my words and deeds will you know me as someone to gaze upon with wonder and fear. Ideal ~ I have tasted true power, and I want and need more. It is my right, and I will have it no matter what. Bond ~ The unknowable power behind the faces and voices in the stars of the night sky will guide me to my destiny, and I will pay whatever price they demand. Flaw ~ I remember the concept of empathy, but I don't feel it anymore. Even my pride in my family name is a dedication to a prominent transaction and little else. I live for myself, and everyone else is a means to an end.Noblewoman
Move Action: Move to gruel bowl, five foot step backwards towards her previous position Standard Action:
Dice Attack roll (DEX) to eat:
1d20+2
(16)+2
Total = 18
EDIT: Forgot the -2 penalty on the attack roll for being bound. Apologies. Should be 16 total, not 18. The +2 in the roll is Mara's DEX bonus, just to clarify.Attack Roll to Get Food Bonus Action: Eat whatever she managed to grab Free Action: None Reaction: None
__________________
"Truth, my dear doctor, is in the eye of the beholder. I never tell the truth because I don't believe there is such a thing." -Elim Garak
~ ~ ~
By my solemn vow, I have taken the Oath of Sangus.
Last edited by BattleFries; Mar 23rd, 2022 at 11:04 AM.
Framadin hadn't been here so long as some of the others but still long enough to yearn to escape. This was no fit place for a nomad who was born to travel the world freely. But here he was and he needed to be smart in order to escape this fate.
For today he wouldn't fight for what passed for food here. No, instead he would watch and listen. As luck would have it he could understand some of what the guards said. Instead of jumping into the fray he would peer out at their captors and try to glean some hint of weakness. Like the serpent he would bide his time and strike when it would be most likely to succeed.
Hidden at the back of the group, he studied his surroundings for any word or action that might give a hint that would aid his escape.
Dice Roll:
1d20+1
(11)+1
Total = 12
Perception Roll As he studies his surroundings Framadin stays hunched over, struggling with his bonds. If he can get his hands untied and keep it hidden for the time being it would give him an advantage the next time their captors came down to feed them.
Strength check is +1 for stat 2 for being bound. For the perception check he has the skill so that is a +1 for his wisdom modifier. Since he can understand the guards to some degree he will watch and listen for any information that might aid their escape while he tries to get his hands free.
Omar had no intention of dying in the hold of this ship. His primary focus was on survival and after that escape. In order to accomplish the later he had to keep his mind on the former. If his strength failed him then he might well be the next one their captors was throwing overboard to feed the sharks. With that in mind he pushed his way forward and fought for whatever scrap of food he could get.
Retreating into the crowd after he eats whatever he was able to grab and tries to get his hands loose. He would have no chance of fighting his way to freedom while still bound. If he gets half an opening though he hoped to be able to take out the man with the sword and then use it to kill the other. After that the plan wasn't very clear but he had to start somewhere.
Omar is fighting to stay fed and strong. Once he has grabbed any food he was able to he will try to get his hands free. So far the sum total of his plan is to try and get the sword away from the one man if he gets a chance. The rest of it he will kind of wing if given the opportunity. Both of his strength checks is a minus 1. Strength bonus is +1 but that -2 for being currently bound is a killer.
Shenda sees the food coming down and tries to wrestle out of her bounds to no avail. She swears softly and then speaks in Taraamite to the five others near her - Kathra, Shenda, Gren, Chamta, Iun and Noemi. Others could hear her, but she knew all but Noemi could understand her. As she did she nodded to the more cheerful Kathra across the way and then to Noemi, so Kathra would translate.
"I'm going for the food. No offense if anyone else does, but I've go some skills with hiding things if we ever get our hands on a weapon to escape, so I need to stay strong for us all. If I get some, I'll go for someone else next time. Maybe we'll draw straws for it." While that may be true on one level, it didn't help anyone else get fed right now.
She moved to the bucket, intent on getting some of the nasty, but hunger abating gruel.
Move: - To food bucket Action: -
Dice STR attempt w/ bonus and penalties factored in.:
1d20+1
(17)+1
Total = 18
Get some Gruel Bonus Action: - Reaction: - Conditions: - Failed roll in dice threadBound Notes/Rolls: -
HP 6/6 | AC 10/12 (Bound) | Senses PP - 12 | Hit Dice 1d6 (0 used1/1) | Speed15ft climbing30ft Initiative +2 | Inspiration No | Conditions -
STR 16 (+3) | DEX 14 (+2) | CON 11 (0) | INT 11 (0) | WIS 15 (+2) | CHA 14 (+4)
Saves Str +3, Dex +0, Con 2, Int +0, Wis +2, Cha +2 SkillsProficiency from Decadent culture, roll w/ advantage Deception +4, Proficiency from Decadent, roll with advantageStealth +4, Proficiency from CharlatanSleight of Hand +4, Proficiency from CharlatanProf with Disguise and Forgery Kit +4
Kathra listened to the shady Shenda across from her speak in the woman's own native tongue. It gave away that Shenda was of those lands due to her accent, or rather not having one in the dialect.
She then spoke in the Yar-Ammonite, her own native tongue, and both Iun, and Noemi understood. It meant that Iun had heard it twice, what Shenda had planned. Kathra then said in Yar-Ammonite, "I am doing the same. I'll draw straws to see who gets my portion next time as well."
She then repeated exactly the same thing in the Taaramite tongue and leapt up to go for the food this day.
She had tried to get out of her bonds earlier but had failed, so she didn't try again. She was smaller, so she wasn't sure if in this case it was an advantage or not.
She decided "not."
Move: - To food Action: -
Dice STR roll w/ bonus and penalty figured in:
1d20-1
(12)-1
Total = 11
Get food Bonus Action: - Reaction: - Conditions: - Failed roll in dice threadBound Notes/Rolls: -
Kathra Cindermist
Human | Yar-Ammonite | Enlightened | Level 0 | XP 0
HP 6/6 | AC 10/12 (Bound) | Senses PP - 11 | Hit Dice 1d6 (0 used1/1) | Speed15ft climbing30ft Initiative +0 | Inspiration No | Conditions -
STR 13 (+1) | DEX 11 (0) | CON 14 (+2) | INT 12 (+1) | WIS 13 (+1) | CHA 13 (+1)
Eden Kai (0)
HP: 6/6 | AC 12 | PP: 11 | Prof: +2 | Status:
Level
Effect
1
Disadvantage on ability checks
2
Speed halved
3
Disadvantage on attack rolls and saving throws
4
Hit point maximum halved
5
Speed reduced to 0
6
Death.
Exhaustion, (1) HD: 1/1d6 | STR 10(+0), DEX 14(+2), CON 11(+0), INT 15(+2), WIS 12(+1), CHA 15(+2)Stats
Culture: Great civilizations reach their peak and eventually start to decline. Such fallen empires are ruled by jaded nobles, corrupt priests and wicked slave-traders. Demon-worship, human sacrifice and drug abuse is all too common in these cultures.
ASI: +2 to Charisma. Insidious: Gain advantage on Deception and Stealth skill checks, and an additional +1d6 sneak attack damage (if you have the sneak attack class ability). Jaded: Gain advantage on saving throws against poison. Corrupt: Suffer disadvantage on Wisdom saving throws.Decadent |
Spending money on alcohol and drugs, and using it to gain the benefits of rest
Avoiding labor, and keeping servants and slaves to do your work
Inventing new and novel ways of entertainment to escape the boredom of mundane existence
Overcoming enemies by the use of trickery and lies
Using cults as a tool for personal power
Entering pacts with demons and other alien beings for personal benefitsInspiration | Race: The Isles of the Sea Reavers are inhabited by dangerous men and cunning women from many nations, and their couplings have brought forth many who are born as natives of the isles, in the fortified pirate-city of Khora. Such children usually inherit the worst traits of both parents.
Appearance: The skin-tone of Khorans range from the icy white of Tharag Thulans to the night-black of Ikunas, but is usually somewhere in-between. They dress in gaudy pantaloons and adorn themselves with gold earrings and ivory-hilted knives pilfered from burning merchant-vessels. Religion: The gods are more feared than worshipped in the lawless port of Khora, but even the Sea Reavers occasionally offer sacrifice to the gods of the sea and the sky. Akhlathu, the god of twisted fate, is also a popular patron of many pirate crews. Culture: The mongrel Khorans are mostly Civilized or Decadent, but encompass a small stratum of Nomads and an even smaller one of Degenerate throwbacks. Language: Khorans don’t speak a proper language of their own, but a dialect of Susrahnian, with a few words from various languages thrown in for good measure. Select any language as a bonus language.Khoran | Background: Skill Proficiencies: Athletics, Deception Tool Proficiencies: Vehicles (water)Smuggler | Background Feature: You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.Down Low | Susrahnian, Djaka, Taikangian, ZadjiteLanguages
A white-haired man sat with his back against the wall, looking bitterly at the closed hatch. "Damned traitors," Eden muttered in the same accented Susrahnian as the Sea Reavers. "That they would do this to me, of all people. Me! Pfah," he scoffed. A thought crept into his mind, I'd do the same to them, but he brushed it away. What did it matter now? He was stuck down in the hold of one of his own peoples' ships with these... animals. Let them tear at each other like rats; I have my dignity. It's all I have. Eden attempted to spend the time and distract himself by placing bets in his head as to who would and wouldn't make it to the buckets, who would and wouldn't get their ropes off. The girl who'd come up to bother him before he was caught couldn't manage. That was a small win for him, at least. If she was here, he could be reasonably sure it wasn't a trap; a cold comfort, that.
Movement: Action: nothing, taking exhaustion
[B]Bonus Action: Reaction: Free Action: Inspiration: novel way to entertain yourself
Niobe (0)
HP: 6/6 | AC 13 | PP: 12 | Prof: +2 | Status: Normal HD: 1/1d6 | STR 15(+2), DEX 16(+3), CON 11(+0), INT 10(+0), WIS 15(+2), CHA 7(-2)Stats
Culture: The last survivors of decadent civilizations start to feud over dwindling resources, or are driven away by stronger cultures. Fleeing into the wilderness, or deep underground beneath their ruins, they start to inbreed and devolve into something no longer entirely human. Degenerates may outwardly resemble savages, but they carry the evil taint of fallen empires. When the last such taint disappears, the culture has become savage, and thus the cycle of history repeats itself.
ASI: +2 to Constitution. Nocturnal: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Ferocious: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Unwholesome: Degenerates always have a physical deformity or a mental illness, caused by inbreeding, that sets them apart from other humans. This unwholesomeness can never be fully concealed. You, and anyone you associate with, suffer disadvantage on Deception and Persuasion checks (except when interacting with other degenerates), and the initial attitude of persons from other cultures will always start at Hostile.Degenerate | Defeating a superior foe via stealth or ambush
Gaining followers through strength and intimidation
Getting a larger share of loot than your companions
Destroying the remains of high civilizations (including treasure and relics)Inspiration | Race: The men of Lamu are regarded as a degenerate and evil people by other nations, a belief that mainly springs from ignorance, but is strengthened by the fact that some Lamurans have unnaturally keen eyesight in the dark, and that they worship many weird and loathsome gods in the isolation of their remote hill kingdom.
Appearance: Gaunt of build and pale-skinned, with long flowing hair, although the priests are often shaven-headed. Decadent Lamurans dress in flowing robes and wear distinctive tall caps, often wound around with turbans, while the more wholesome Civilized men prefer simpler clothing and sturdy armor. Religion: The cult of Yot-Kamoth is best-known, but a multitude of other deities is worshipped. Culture: The Lamurans, corrupted by their worship of sinister Yot-Kamoth, are mostly Decadent, but retain both a significant Civilized stratum in and around their cities and of Degenerates in the more remote parts of their realm. Language: Lamuran, plus Susrahnite as a bonus language.Lamuran | Background: Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiencies: Disguise kit, thieves’ toolsUrchin | Background Feature: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Streets | Lamuran, SusrahniteLanguages
Niobe panicked when she woke and tried to break out of the ropes, which worked about as well as the last few times she tried it. At least this... rich guy? Whatever he was, he hadn't said "no" when she'd asked for help, and hadn't tried to attack her at all. But he hadn't said "yes," either. But he called those guys "traitors;" had he been with them? But they're both Khoran, so maybe he meant they betrayed him as another Khoran?
Her attention shifted once the buckets came down. She scrambled for them, 12, after -2 bound penaltytrying to knock people out of the way, using her clenched fists as a cudgel. You never know when you'll get to eat again, gotta get it when it's there.
Movement: Action: Try to get to the food
[B]Bonus Action: Fail to break her rope Reaction: Free Action:
__________________
I have taken the Oath of Sangus
Last edited by FatherDondo; Mar 22nd, 2022 at 05:09 PM.
Jaw, with his hands bound immediately just heads for the food, the drool from his mouth comes from his jagged teeth.
"Out of my way or you will be my next meal instead!" He shouts to the people around him that are also going to get food. But internally, he isn't sure that many are listening to him, hunger was too much for them. Maybe he would indeed have to see if he could get a bite of someone that wasn't looking.
He looks over to Niobe, someone that he recognizes as one of his own kind.
"Help me little one, once I have the chance, I will reward you greatly for helping a fellow Lamuran." He pleaded, as he opened his mouth to smile, revealing all of his jagged teeth.
Rashim waited for the guards to get out of the room again as he turned his back to them all and began to struggle with the rope again, he had been going at it for some time, using whatever he could to get loose, this time around, it proved to help him. He could feel the rope become unbound, he smiled, but didn't want to reveal that he had succeeded, he kept his hands together and the rope still around his wrists.
As the others gathered for food and water, he soon joined in, at this moment, it was everyone for themselves and he needed his strength if he was going to be able to do anything. He rushes in with the rest of them and gathers what he can.
Gertrude was calm in this situation as she stared at the blankless eyes of a masked noblewoman. She didn't know much about her or who she was, but the voice has seen to it that this one would prove useful in her escape. She was certain when the noble approached her with a proposition, though they couldn't understand each other due to the other's lack in understanding their language, but she understands the significance of their meeting. As the others started their gathering and fighting over slop and gruel, Gertrude would have entered too but waits to see what her new Ally would do for her. For now she keeps up her eavesdropping of the guards, she can understand their language well and has more sharper hearing than the others.
Khepri was silent as she simply watched and observe each and every one of her fellow slaves. The Savage woman in particular was of great interest to the woman. Even though they couldn't understand a word, she was very compliant to her simple hand gestures,"Hehe, such a fool. Like feeding a lost puppy." she says in Yar-Ammonite, then she stands up after overhearing the plot those women over had,"Foolish, but their word has wisdom. You could be useful in the right situation despite you being nothing more than a feral pup." she says viciously, fully knowing that she can't understand and relishing on it. Once her little one-sided banter was over, the masked woman dash toward the group of slaves trying to grab some gruel. Despite being bound, the noble pushed through with tremendous strength unfit for her lean stature, a side effect of her deformed nature,"How weak and pathetic of you, to be knocked around by someone as pristine and fragile as I." she says as she headbutts and knocks out a large and muscular slave, where she took his gruel. Once she retreats back to her seat, she takes a sip of her meal and recoils in disgust,"Guh, to think you all fight for something horrid is just sad. I don't even want to bother finishing it, finish it for me dog." she says cruelly as she passed half a bowl of gruel to the silent Savage. Gertrude happily consumes her portions, unaware of her supposed Ally's verbal assaults.
Action: Rolled a 17 to headbutt a man for the food
HP: 5/5 AC: 12 Str: 15 | Dex: 12 | Con: 8 | Int: 13 | Wis: 15 | Cha: 14 Proficiency: Medicine, Religion, Herbalism Kit Language: Tharag Thulan, Lamuran, Susrahnite, Taraamite Features:
*Life of Seclusion: I was searching for spiritual guidance
*Discovery: I can hear the Moon-God's voice, guiding me.
*Sturdy: Add a +1 natural bonus to Armor Class.
*Feral: Gain advantage on Perception skill checks.
*Superstitious: Suffer disadvantage on attack rolls against aberrations, fiends and undead.
HP: 8/8 AC: 12 Str: 16 | Dex: 14 | Con: 15 | Int: 14 | Wis: 15 | Cha: 10 Proficiency: Deception, Sleight of Hand, Disguise kit, forgery kit Language: Yar-Ammonite, Khazistani, Zadjite, Shoma, Azimban Features:
*Nocturnal: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
*Ferocious: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
*Unwholesome: Degenerates always have a physical deformity or a mental illness, caused by inbreeding, that sets them apart from other humans. This unwholesomeness can never be fully concealed. You, and anyone you associate with, suffer disadvantage on Deception and Persuasion checks (except when interacting with other degenerates), and the initial attitude of persons from other cultures will always start at Hostile.
*Favorite Schemes: Forge of documents.
*False Identity (Styx)
Last edited by Onward; Mar 23rd, 2022 at 09:21 PM.
Chamta watches the hatch swing open and for a moment just closes her eyes and starts praying for the Gods to save her. Then when the guards put down the buckets she lunges forward with bound hands outreached. Her legs get tangled in everyone elses legs and she falls to the ground. Still she pushes forward through the legs of the other captives, trying to get a handful or a sip off the floor from the sloshing food and water. She gets smashed around but still goes for the food. When it gets far too rough, she thinks her face got kicked or maybe hit the floor at some point, she wiggles back out of the scrum. She feels some warmth on her face and realizes she is bleeding out her nose. She tilts back her head and brings up both hands to use one to pinch the bridge of her nose.
She tells Shenda, who she feels return to sit next to her, she whispers, Please tell me you got yourself something at least. Out of everyone back here, I think it's you can survive this.
If Shenda offers her something she absolutely refuses.
Chamta's old job included taking care of animals for a wisewoman. Wisewoman was sugar coating it. She was a witch. Chamta treated mice, rats, ravens, toads, lizards, snakes and newts and all the lowest of creatures far better than these slavers treat her now.
using strength +1 to risk getting some food/water
Dice Roll:
1d20+2-1
(4)+2-1
Total = 5
ooc: token 30 action: wait until mob is done at the bucket move: to the bucket when fight is over and speak to 18, 19, 20, 21, and 22
Noemi looks across at Chamta, bleeding all over her chin. It's die if you try to eat and die if you do not try. This has to change. They cannot wait for it to get better so they now must force this change. Noemi stands up after the bucket of gruel has been wiped clean and the floor around it too.
She moves toward the bucket, all the way to where the two steps meet. She looks up at the hatch, measuring it. Then she scans the faces looking for one who looks as if they could share a language. She is not sure. She asks, Kathra will you stay by me and translate?
Noemi makes her plea short to those closest to the other side of the stairs and door. Every day we will grow more weak. Tomorrow when the guards come down the stairs you shove them into us. We are ready. We will grab them and pull them back and pin them so you can rush up the stairs. Rush quickly. Use the boat to your advantage. Don't get surrounded - work together and shove the guards overboard rather than get into a long fight. This is not how our stories end, my fellow captives. It is a creation story - if we act together it will be the story of many brave heroes.
Noemi speaks Khazistani so Rashim understands her straight away. Kathra can translate into a few others.
Noemi takes an empty bucket with her when she returns to her original spot. She tries to pull the bucket apart, even a little, to create a good place to start fraying her bindings. She pulls it apart more if it seems like she can make anything out of the bucket.
Last edited by cappucina; Mar 23rd, 2022 at 10:16 AM.
Despite his youth and size, Corinth was a surprisingly silent man. He had learned how to survive in the wilderness before so, hunger was no stranger. However, the pang he felt in his gut was painful. Fortunately, he was best friends with pain. He had foregone eating a few times so others could do so, but he felt something different in the air. The tension had been building over the last few days, it felt. Something was going to happen... something needed to happen. Blinding light seared his retinas, momentarily, causing him to lift his powerful arms to shield his eyes... when the light faded, however briefly... he saw the food, and once again eyed that curved saber.... With a heavy sigh, he stood, pulling hard on his restraints as he did so... as if testing how durable they were... before attempting to move forward and grab some of the food and water for himself. He'd need his strength... he'd make these people pay for this indignation... including his brothers who sold him...
Action:
Dice Breaking his bindings:
1d20+2
(2)+2
Total = 4
Dice Muscling in on food and drink:
1d20+2
(2)+2
Total = 4
+2 if first roll is a success Movement: Bonus Action: Reaction:
This was not the life for him. No, he disapproved a great deal. It was supposed to have been an easy job. Instead, Fel found himself in some hellhole... though the guards were nice enough to wear weapons, he hadn't seen many opportunities to grab one without being noticed and potentially beaten or cut to death. He watched them with mild trepidation as they came in again. Again, he couldn't get to them. With a low sigh, he pulled on his bonds.. to no avail
His stomach growled as the gruel and water passed by... and figures watched from above, probably hoping to watch a fight. His eyes moved over the others, including the large men muscling in and the scared girl.. there were others that moved for the food or simply just bided their time. He was hungry, but there was no way he was getting through all that... instead, he stayed where he was, though he'd be ready for the first sign of trouble
Action: Staying put, taking a level of exhaustion
Dice Attempt to slip out of his bonds:
1d20-2
(17)-2
Total = 15
Movement: Bonus Action: Reaction:
Name: Felden Thas Race:Languages: Susrahnite and TaraamiteSusrahnite Culture: Ability Score Adjustment: +2 Charisma | Insidious: Gain advantage on Deception and Stealth skill checks, add an additional +1d6 sneak attack damage if you have the sneak attack class ability | Jaded: Gain advantage on saving throws against poison | Corrupt: Suffer disadvantage on Wisdom saving throws.Decadent Background:Skill Proficiencies: Deception, Stealth| Tool Proficiency: Dice setCriminal HP: 6/6 | AC: 13 | Iniative: +3 | Passive Perception: 9 Melee Att: +1 | Ranged Att: +4 Ability Scores Strength: 0 | Dexterity: +3 | Constitution: 0 | Intelligence: +2| Wisdom: -1 | Charisma: +3
The skin under Gren’s eyes was dark gray, and his hair hung matted and unkempt on his forehead. He’d grown used to the smell of human feces and vomit and the rocking of the ship, but the endless stretches of time still bothered him. Sometimes it was hard to tell whether it was day or night except by the specks of light shining through the floor boards above. Like stars… he thought vaguely.
When morning came and the “stars” reappeared above him, Gren turned to his companions at the back of the ship and whispered in Taraamite, "Remember, if we stick together we’ll be alright. Everybody go for the food when they bring it. We can’t afford to get too weak."
Gren hated that they needed to compete with the people on the ship like this to survive. If they could just come to an agreement, one half of the people could eat one day, and one half could eat the next, but there were too many people to convince, and as soon as the bucket of slop was set down, everyone charged it in a mad dash. The ones who held out and didn’t go for the food… well, there were a few less passengers on the ship than there were before.
"We’ll be ok. We’ll find a way out of this. It’s just a matter of time. If we can take out one of the guards and get a weapon, we can cut everyone’s hands free and overwhelm them." He paused and thought, his blue eyes glittering faintly in the darkness. "Maybe even if we are bound we can overpower them. There are so many of us - it’s just a matter of time. We will find a way to kill them all and take this ship! Remember - stay strong! Go for the food when they bring it!" he finished with a vehement whisper. It wasn’t much, but he Using inspiring leader feat. +3 temp HP to Gren, Iun, Chamta, Noemi, Shenda, Kathrafelt better. When he’d finished in Taraamite, he repeated what he’d said back to Iun in Yar-Ammonite, and Iun whispered it to Noemi in Khazistani as Gren spoke.
When he was done trying to lift the spirits of the others around him, Gren sat down and wrestled against the ropes that bound his hands, but the chords only dug in deeper. After a few minutes he stopped and sat silently in the dark and waited.
When the guards finally came with the buckets, Gren readied himself. He wasn’t out to hurt anyone; he just wanted to push through the scrum and get whatever food he could. When the guards left and the doors closed behind them, he charged. He dodged and pushed his way through the crowd, squatting down as he got closer, and reached out with his hand - so close - and then there was a crack and a blinding flash of white light. Someone’s elbow had hit him in the forehead. He pushed forward anyway, crawling on his hands and knees to reach the wretched bucket of gruel.
Move: - Action: 1) Using Inspiring Leader feat on Gren, Iun, Chamta, Noemi, Shenda, Kathra before the food is brought in (+3 temp HP if the DM will allow it) 2) trying to break his ropes (13 strength check - fail) and 3) trying to get food (1 strength check) Bonus Action: - Reaction: - Conditions: - Notes/Rolls:rolls
Gren Pakon
Human | Bhangari | Civilized | Level 0 | XP 0
HP 5/5 +3 temp HP | AC10 + Bound(-2) = 88 | Senses PP 16 | Hit Dice 1d6-1 (0 used1/1) | Speed15ft climbing30ft Initiative +0 | Inspiration No | Conditions -
STR 10 (+0) | DEX 11 (+0) | CON 9 (-1) | INT 13 (+1) | WIS 18 (+4) | CHA 16 (+3)
Saves Str +0, Dex +0, Con -1, Int +1, Wis +4, Cha +3 SkillsProficiency from Civilized culturePerception +6, Proficiency from Faction AgentInsight +6, Proficiency from Faction AgentPersuasion +5
Feats & AbilitiesBhangari, Taikangian, Nabastissean, Taraamite, SusrahniteLanguages | You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.Inspiring Leader | Suffer disadvantage on saving throws against poison and disease.Frail | As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.Faction Agent
Iun eyed the miserable people around him. They were exhausted and starving. He wished there was something he could do, but they’d taken his medicine when they took his clothes, his mask, and everything else. He looked at each person on the ship, wondering what their story was, while the waves rocked him up and down.
When Gren began to speak, he had almost dozed off. He couldn’t tell what the man was saying, but he seemed excited about something. Gren repeated himself in Yar-Ammonite and then Iun understood. He repeated it under his breath to Noemi in Khazistani. The six of them in the back of the boat - the four women and two men - had formed an alliance of sorts. Or maybe not quite an alliance, but they had gotten to know one another a little bit over the last few days, and he’d come to care for them and sympathize with them more than the people on the other side of the boat whom he’d never spoken with.
Iun was skeptical of Gren’s idea of taking over the ship, but Gren was right that they’d need to eat. "I’ll go for the food," Iun said flatly when Gren was done speaking, but despite himself, he felt better after hearing the man’s words. Maybe he’s right. What choice do we have but to survive and to fight? There are so many of us. Maybe we can take over the boat?
When Gren was quiet and had gone back to wrestling with the ropes that bound his wrists, Iun decided to do the same. The ropes had begun to cut into his skin and there was only so much he could do to fight against them every day. He gritted his teeth and closed his eyes and pulled. The muscles on his chest and shoulders stood out, and the purple flesh around the bindings on his wrists bulged grotesquely until, miraculously, there was a small pop. He didn’t dare to believe it had worked, and wondered if it was the sound of a bone breaking, but when he looked down, one of the ties was broken. He exhaled a long breath of relief and nearly shouted out to the others, but bit his tongue instead. Maybe it would be better if nobody knows about this for now, he thought. He loosened the ropes so that they didn’t dig into his wrists, but left them there to try to give the appearance that he was still bound.
When the door finally swung open and the guards with the buckets entered, Iun watched warily until the door closed, and as soon as he heard the click and saw the others lunge for the buckets, he dove towards them himself. In the chaos of bodies lunging for the buckets, he Using telekinetic feat and invisible mage handreached out with his mind and tried to scoop of a handful of the gruel and weave it through the air back to him. He hoped that nobody would knock it down, or worse yet, notice what he had done as he continued to push towards the buckets.
Move: - Action: 1) Breaking ropes on his wrists (17 strength check), 2) Going for the food (12 strength check) 3) using telekinetic feat and invisible mage hand to try to grab some gruel before the others get there (if the DM allows - update: rolled 23 for spell attack) 4) +3 temp HP from Gren's inspiring leader (if the DM allows) and 5) 17 dex check to keep his hands hidden if the guards come in (FWIW, he looses his rope in the next post, but he could still pretend his hands are bound if the guards come in). Bonus Action: - Reaction: - Conditions: - Notes/Rolls:rolls
Iun Qi
Human | Yar-Ammonite | Civilized | Level 0 | XP 0
HP 6/6 +3 temp HP | AC 11 | Senses PP 14 | Hit Dice 1d6+0 (0 used1/1) | Speed15ft climbing30ft Initiative +1 | Inspiration No | Conditions -
STR 15 (+2) | DEX 12 (+1) | CON 10 (+0) | INT 14 (+2) | WIS 18 (+4) | CHA 9 (-1)
Saves Str +2, Dex +1, Con +0, Int +2, Wis +4, Cha -1 SkillsProficiency from Civilized cultureMedicine +6, Proficiency from AcolyteInsight +6, Proficiency from AcolyteReligion +4
Feats & AbilitiesYar-Ammonite, Khazistani, Jairanian, Susrahnite, Lamuran, ZadjiteLanguages | You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.Telekinetic | Suffer disadvantage on saving throws against poison and disease.Frail | As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.Shelter of the Faithful
CantripsCasting Time: 1 action, Range: 30 feet, Target: A point you choose within range, Components: N/A (telekinetic), Duration: 1 minute, A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.Mage Hand
"People! People!" Aimilos called in out Susrahnite as he pushed himself to his feet, witnessing the shoving and jostling around the slop bucket with a worried expression on his face. "Keep calm. Don't you see - this is exactly what *they* want!" the Nabastissean pointed towards the grates above them all. "They *want* us to fight. Don't let them dictate the narrative! Violent excitement only serves to exhaust the mind and leaves it withered and sterile. The food should go to the weakest today, so they might live or more bodies will be taken out tomorrow and there will be fewer to share the burdens we are struggling with." He placed his hands on the oar in front of him to indicate what he was meaning.
Realising that few perhaps understood his words, he switched fluently to Taraamite, then a more stilted Yar-Ammonite for the benifit of the few bronze-skinned children of the desert he had seen in the hold. "Peace, friends! Mind who eats today or there will be fewer to pull the oars tomorrow. Do not fight. That is what our capturers want! Show your resilience and let those weakest today eat. Then tomorrow those who did not eat today get the rations."
"I myself will not eat today. I urge others to consider doing the same!"
Level 0 | Human | Nabastissean | Aimilos Gavriil HP: 8/8 | AC: 9 | Speed: 30ft| Passive Perception: 10 | Initiative: -1 Feats: | Increase your Intelligence score by 1, to a maximum of 20. You learn three languages of your choice (Elder Kuthan, Ptahaanan, Yar-Ammonite). You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.Linguist Background Feature You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Library Access Abilities: Cultural Traits (Civilized):+1 to two different ability scores (Int, Wis) Ability Adjustment | Gain proficiency in one extra skill of your choice (Investigation). Educated | Gain one feat of your choice. (Linguist) Talented| Suffer disadvantage on saving throws against poison and disease.Frail Proficient Skills: History | Investigation | Nature | Proficient Tools: Languages: Elder Kuthan, Nabastissean, Old Jairanian, Ptahaanan, Shoma, Susrahnite, Taraamite, Yar-Ammonite, Zadjite Weapons:
Abilities
Str
Dex
Con
Int
Wis
Cha
Score:
10
8
14
15
10
11
Modifier:
+0
-1
+2
+2
+0
+0
Saves:
+0
-1
+2
+2
+0
+0
"Is a mighty fine speech, neighbor" Nazeem said, leaning back and twisting in his seat to show his Ghoma-stained teeth to the Grenblue eyed Bhangari as he whispered about among the slaves behind him. "Nazeem particularly likes the part about taking the ship." The Khoran's mangled Taraamite was heavily accented, but still he spoke it fluently.
"But do you have captain? Do you know how to steer ship? To avoid reefs or navigate on open water?" Nazeem's eyed roamed across the others slaves behind him, then settled back on Gren again. "Nazeem of Three Waters knows - he was born on the seas and sees them more as home than some dingy hut on distant shores. To him, the wooden hull of a ship is like a second layer of skin and the salty winds little more than a kiss on his cheek."
Lifting his bound hands up and shaking them slightly, he continued. "Get Nazeem out of these ropes, feed him and get him to the wheel and he will honour his side of the bargain and take this ship to whatever port you wish!"
The wiry Khoran held his tied up wrists forward. "Deal?"
Level 0 | Human | Khoran| Nazeem of Three Waters HP: 4/4 | AC: 13 | Speed: 20ft| Passive Perception: 11 | Initiative: -1 Feats: Background FeatureNo matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. Bad Reputation Abilities: Cultural Traits (Nomad):+2 Dexterity Ability Adjustment | Gain advantage on Wisdom saving throws. Proud | Once per day, select a skill and gain proficiency in that skill for the next 24 hours. Versatile| Suffer disadvantage on saving throws against poison and disease. Bowlegged Proficient Skills: Athletics | Perception | Proficient Tools: Navigator's tools, vehicles (water) Languages: Djaka, Nabastissean, Susrahnite (Khoran dialect), Taraamite Weapons:
Abilities
Str
Dex
Con
Int
Wis
Cha
Score:
9
16
6
15
12
15
Modifier:
-1
+16
-2
+2
+1
+2
Saves:
-1
+3
-2
+2
+1
+2
__________________
Father of proud children. Expect the next 18+ years to be erratic and/or chaotic.
Last edited by Thorsten; Mar 23rd, 2022 at 05:10 PM.
Reason: Adding languages
Ganzar couldn't help but chuckle at the plotting and scheming of all those around him. Before long, it had burst out into actual, full-throated laughter. "Most of you haven't been in a situation like this before, have you?" he said to anyone who could hear him in heavily accented Sushrahnite, given that it was far more commonly spoken in the west than his native Taikangian. "All of us aren't supposed to survive. It's just like when the ring masters get a new batch of gladiators. They put us all together and leave just enough food to keep only some of us healthy. The masters get to see who's best with brute force, who's most agile, who's smart and lets the others pick each other off."
Ganzar let out another raucous laugh before speaking again, but in a lower, quieter voice. Those close to him (Token #23) would be able to make his words out with ease, and others with keen hearing probably could as well. There was no guarantee the masters wouldn't hear, but at least he'd make the effort. "And then someone gets the idea to try and fight the masters all together, as if they aren't watching and listening to everything we say and do. No, we're not all of us going to make it out of this alive. Best thing to do is to do your damndest to make yourself seem worth buying by someone who won't be too awful to you if you survive long enough to get to the auction block. Trying to stir up trouble... That's the best way to get all of us killed. They can always find more merchandise if they decide we're too much trouble.
STR11 + 2 (Savage)13 (+1) | DEX 10 (0) | CON 12 (+1) | INT 12 (+1) | WIS 9 (-1) | CHA 11 (0) HP 8/8 | AC:11 - 2 (Bound)9 | Passive Perception:(9 if no proficiency at level 0)11 | Status:Disadvantage on ability checksExhaustion Lvl 1, -2 to STR and DEX rolls, including attacks and ACBound Natural +1 bonus to ACSturdy | Advantage on Perception checksFeral | Disadvantage on attacks vs aberrations, fiends, and undeadSuperstitious | Taikangian, Bhangari (racial bonus), Sushrahnite (INT bonus)Languages | Acrobatics, Performance, PerceptionProficiencies Trait ~ Insults are the most telling sort of icebreakers, and I enjoy hearing new ones directed at me. Ideal ~ People are who they are, and there's little sense trying to change them. Deal with what's in front of you, be it a mask or a true face. Bond ~ I want to ride the currents of a life beyond my control and see all that I can see in whatever time life grants me. Flaw ~ I don't tend to take anything very seriously, and I am too content to let others dictate my life rather than take charge myself, preferring to just go with the flow. By Popular Demand ~ Can barter gladiatorial performance for room and board where applicable.Entertainer/Gladiator
Move Action: None Standard Action: None Bonus Action: None Free Action: Talking to the other slaves Reaction: None
Mara listened to everyone around her scheme and plot to join forces as if they wouldn't all turn on each other when they all became desperate enough. No, human nature wasn't like that. Alliances of convenience were one thing, but actively plotting such things when their captors were literally watching them from above... The eastern-looking man sitting across from her was right, and he claimed to have had experience as a slave from earlier in his life. This was likely just another day in the world for him. It was rather pitiful to see how resigned he was to his fate. All the same, he was playing things smart, and he was advising everyone else to do the same. Mara could respect that, to a point.
At the end of the hold closest to where Mara sat, two women had made their own moves for what passed as food in the bowels of this ship. Judging by their looks and their words, one was a fellow Taraamite and the other hailed from Yar-Ammon. Mara didn't want to tip that she understood and could speak Yar-Ammonite, but the display of prowess from the Taraamite woman as she dove for the gruel was impressive. She was a fighter, that much was clear even without the scar over her eye. More than that, she carried herself a certain way, as if she knew what she wanted and took it, and damn what anyone else thought of her. Granted, that was just a first impression, but Mara had an idea of how to play this.
Scrambling on her hands and knees, Mara crawled her way over to the end of the hold and backed herself into the very end of the ship's hull, the Taraamite woman on one side and the Yar-Ammonite woman on the other. She kept up the appearance of the fearful, desperate woman who had made for the gruel as hastily as she had earlier. "I saw you," she whispered in hushed Taraamite to the woman with the scar over her eye, the name of Shenda as of yet unknown to Mara. "The way you went for the food... You're strong. A-and beautiful, too. If that man over there is right," she said, gesturing with her head to Ganzar, then you're going to survive all of this. Can I join you? I can help, I promise. I'm not strong like you, but I used to dance, so I'm agile and I'm quick. If too many of us start banding together, the guards will kill us. But if we're quiet and smart, we can survive, I'm sure. Especially with someone like you to help us. Someone strong and smart and so, so beautiful..." Mara said, letting her gaze and voice take on a wistful air as she made a show of staring at the woman's face.
And it wasn't like she was lying, either. The Taraamite woman looked to be in very good shape, and the scar over her eye added to her beauty rather than taking away from it. If she had been Mara's property before this current predicament, she would have made the woman her personal slave so that she could act as a bodyguard and as a pleasure slave depending on her whims. Alas, that was no longer viable, so she'd have to hope that the woman could prove to be a useful ally. If she saw past Mara's show, she would hopefully see nothing more than someone who looked far too soft and upper-class to be anything other than a desperate soul in need of protection. And that wasn't entirely wrong. Mara was desperate, and she had found one person who might be useful in helping her to survive. Whether or not the woman she did not know yet as Shenda would be agreeable, however, remained to be seen. "I'm Mara," she whispered to the woman who would come to be known as Shenda, green eyes peeking through her long black hair hanging in front of her face. The flush in her cheeks would hopefully sell her as an infatuated girl in over her head, but while she could control her own impulses, the heat in her cheeks wasn't something Mara had to fake. Shenda was quite attractive, after all...
STR 10 (0) | DEX 15 (+2) | CON 15 (+2) | INT 16 (+3) | WIS 12 (+1) | CHA15 + 2 (Decadent)17 (+3) HP 8/8 | AC:12 - 2 (Bound)10 | Passive Perception: 11 | Status:-2 to STR and DEX rolls, including attacks and ACBound Advantage on Deception and Stealth skill checks; +1d6 sneak attack damage if Mara has Sneak AttackInsidious | Advantage on saving throws against poisonJaded | Disadvantage on WIS saving throwsCorrupt | [/B] Taraamite, Sushrahnite (racial bonus), Nabastissean (INT bonus), Lamuran (INT bonus), Yar-Ammonite (INT bonus)Languages | History, Persuasion, Deception, StealthProficiencies Trait ~ My blood doesn't make me who I am. By my words and deeds will you know me as someone to gaze upon with wonder and fear. Ideal ~ I have tasted true power, and I want and need more. It is my right, and I will have it no matter what. Bond ~ The unknowable power behind the faces and voices in the stars of the night sky will guide me to my destiny, and I will pay whatever price they demand. Flaw ~ I remember the concept of empathy, but I don't feel it anymore. Even my pride in my family name is a dedication to a prominent transaction and little else. I live for myself, and everyone else is a means to an end.Noblewoman
Move Action: Move to sit between Shenda and Kathra, closer to Shenda (corner next to Token #31) Standard Action: None Bonus Action: None Free Action: Talking to Shenda Reaction: None
__________________
"Truth, my dear doctor, is in the eye of the beholder. I never tell the truth because I don't believe there is such a thing." -Elim Garak
~ ~ ~
By my solemn vow, I have taken the Oath of Sangus.
Last edited by BattleFries; Mar 24th, 2022 at 07:50 PM.
IT was an odd thought to have as Torat sat in a cramped, hot, sweaty hold of a transport ship, engulfed in the chaos all around him. The energy rolling off countless humans all scrambling and desperate for survival was overwhelming for him. How he longed for the solitude of wandering the world, spreading the wisdom and knowledge of his gods to those that would listen... And so many here spoke in tongues he didn't recognize so he felt certain such wisdom may be lost on their ears. He knew he wouldn't be able to make his way through that throng of hungry people. He'd most likely be trampled under their feet. No, he needed to work with what he had. And right now, what he needed most were his hands back.
Regarding the bindings for a moment, twisting and pulling to test their corded strength, Torat took a deep breath, planted his heel carefully between his wrists, then
Dice Strength:
1d20-3
(12)-3
Total = 9
pushed and pulled at once. Whenever he felt he wasn't making any headway he'd gnaw at the rope to try and snap a few fibers, weakening it as best he could and repeat the process. Despite his efforts, the bindings held, and just ended with him having fibers between his teeth. His grimace only deepened when he came across an idea, one that he hoped might sustain him for a little while longer. He resumed chewing at his bindings, swallowing the foul fibers as best he could. Hoping those whom he preached of would watch over him and let him see their destination alive.
Attempted break free. Strength - 9
Eating bindings to stave off hunger.
Features: Cyclopean: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Conceited: Too confident in your own abilities, you often underestimate your enemies. You suffer disadvantage on initiative rolls.
"Well, this is one of yer finer messes." muttered the lumpy, balding man in Susrahnite. He had to expect his luck to run out sooner or later, and this time it ran out aboard a slaver ship bound for... somewhere. He recognized the weird slang used by their guards and judged them as pirates, but of whom he couldn't place. It was hard to see down here, and he couldn't spot any tattoos or markings. For his part, Ruldash watched the frenzied throng of people scramble for food and water, picking up on quite a few folks who knew his language. A start, if nothing else. And one poor soul trying to preach patience and understanding and 'Don't you see?' crap. "Clearly never known real hunger. Or knowin' when your last meal is." He muttered as he checks his bonds. Sturdy enough rope to be sure. But he needed his hands to do his work. Even here, he might've been able to lift an item or two from their guards and at least ensure he could leave once they docked.
Ruldash would press his wrists together, then his palms, and roll them off one another in slow, tight circles. Trying to work those damp fibers
Dice Strength:
1d20-1
(17)-1
Total = 16
a little more loose. Loose enough to get his bony hands out from their biting grip at least. He perked up when he started seeing the raw skin of his bindings and, little by little, the fibers snapping just enough to get one hand free. He kept the robe binding, hoping to use a section of it later as needed, and wrapped it around his fingers to cushion his knuckles for now. With eyes on the prize, he got to his feet, stretched his painfully stiff body, and sized things up. "Alright... More than a score of folk, all desperate. Let's see if I know how t'do my snake impression still."
With feeling coming back to him, Slunk made his debut.
Dice Attack:
1d20+3
(4)+3
Total = 7
He jabbed and prodded folk in tender places to get them to flinch and move out of his way, giving his narrow form just enough room to squeeze through the mass of bodies. It was hot. Oppressive. A living death trap he could get crushed underneath. He had to force himself to keep breathing, stay focused. "Lose a few fingers, or lose my life." He muttered under his panting breath. He got his hands free, that was a good sign. Now he needed to keep what little strength he had and see if he couldn't bargain his way off this floating coffin.
Strength to escape bonds - EXACTLY 16
Attack roll with Dex to wriggle his way to food and water - 7
Features: Insidious: Gain advantage on Deception and Stealth skill checks, and an additional +1d6 sneak attack damage if you have the sneak attack class ability. Jaded: Gain advantage on saving throws against poison. Corrupt: Suffer disadvantage on Wisdom saving throws.
"Ahhhh, yes a plan to escape and take the ship, I like this plan, we even have someone that could operate the ship, this just keeps getting better and better, yesssss. What we need is to get the support of the people that are sitting closest to the door." Jaw replied, as he watched the others get food, the pile of people too much for himself to get some.
"I could come up with something to get them to open the doors again. The guards just love me." He said as he smiled with his wretched teeth again and chuckled.
He then listened to Rashim and was offended at the mention of him being filthy, but then smiled as he saw the bonds of Rashim had been broken. The dig at him was forgotten at the opportunity of freedom.
"If you want a distraction, I can do that for you, anything to be out of these bonds."
Rashim listens to his neighbour and their plan to get ahold of this ship and he admitted to himself that it was a decent plan. He moved closely to the two that were looking to be willing to go through with this.
"If you think that your plan will work, we need to get the others on board, I can help out with that by helping them out of these," he replied in a whisper, his voice smooth and warm, he made sure that no guards from above to see him as he put his back to the sky, he then separated his hands. "I was just able to break my bonds, and will help those that are willing to go through with this plan of yours." He continued as he placed his hands together again.
"I don't think delaying the breakout will be able to wait for tomorrow, they are going to be coming down for that bucket as soon as we are done eating and drinking from them, if it is missing, it will only raise suspicion, and some of the people here are already exhausted, if we were to wait any longer, too many of us will be too weak to take on anyone. We have to make a move soon, you, filthy one, Jaw, you said you can get them down here, can you piss them off enough to come down in a fit? Maybe take a couple hits in order for us to take him out?" He asked Jaw.