Skull & Shackles (Mavrickindigo)
Male human fighter 2/rogue 3
NE Medium humanoid (human)
Init 2 armor, 3d8+10)
Fort 2) or
mwk handaxe 2/×3) or
punching dagger 2/×3)
Ranged shortbow +7 (1d6/×3)
Special Attacks sneak attack +2d6
Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Exotic Weapon Proficiency (whip), Improved Initiative,
Intimidating Prowess, Iron Will, Weapon Finesse, skill focus profession sailor
Skills Acrobatics +8, Bluff +6, Climb +9, Disable Device +8,
Intimidate +9, Profession (sailor) +12, Sense Motive +6,
Sleight of Hand +8, Stealth +8 swim +8
SQ rogue talents (bleeding attack +1), trapfinding +2
Master Scourge is the Wormwood’s Boatswain, master-at-arms, and infamous disciplinarian. He is the one who woke up the party when they were press-ganged onto the boat. He takes pleasure in whipping crew members. Over the first week, his ire towards the party began to grow.
Number Six tried to befriend Scourge by giving him a vial of toxin, but Scourge used it in the Bloody Hour, making the crew believe the android was untrustworthy. Later, he was almost assassinated by the assassin, but was saved by a lucky awakening ofpePeppery Longfarthing.
Barnabas Harrigan sent him and Mister Plugg to be in charge of the Man’s Promise, where he and the former first mate decided to squib the ship and make for their own glory. Unfortunately, the party decided to mutiny soon after leaving the Wormwood’s sight. He tried to use Sandara Quinn as a hostage, but lost his cool when Plugg was killed.
Six tied him up and subjected Scourge to various tortures, but the former Boatswain asked to prove himself in the storm. Even though he worked admirably there, he was tied back up by the first mate. He revealed he had seen Jack Scrimshaw and Sandara falling overboard, and was punished for not revealing it to the crew.
When they got to Rickety’s Squibs, they dropped Scourge off at the common house. He was left there, babbling and weak.