DM Apocalypso's Skull & Shackles

Game Master Apocalypso

Aye, the compass doesn't point North, but we're not trying to find North, are we?


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@Zorg and Sidhon... It's there to read, but maybe its subtle. Take another look at Plugg's statements, and remember that disobeying a single word will have drastic consequences. Although I have to say I really enjoy Zorg's spells. Also, with Noonan's hollering, 20 or so people are looking right towards you.

I'll wait just a little bit longer for Gilraen and Atlatl, and then proceed.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

@apocalypso - just to clarify, Sidhon is not hanging with Zorg and Noonan - he's over in a corner curled up in a pile of rope.
As far as I can tell, Sidhon is the only one casting anything - I think Zorg is just being exuberant.
Also... Sidhon is ensuring that the entertainment proceeds according to the stated rules ('No Weapons!'). Though at the moment, I don't know that Sidhon would have the strength to make much of an argument... but he's not willing to see Owlbear gutted by Fipps.

Oh - and if Plugg is willing to stake 100 gp. on Owlbear's wrestling prowess, I'm sure glad we made friends with him early and often.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

@GM - Zorg isn't casting a spell, he's just hyped up about the action about to unfold. What he's chanting is more like a cheer at a football game - no magic at all. And he's almost oblivious to the attention that Noonan has attracted. His eyes are fixed on the 'arena'.


Male: HP: 10/10 | DR5/cold | AC 15 | T 15 | FF 10 | CMD 16 | F +2 | R +7 | W +2 | Init +5| Per +6 (+8 traps) Undine Ninja 1

looking around, actually hoping someone will jump in, looks at Zorg standing next to him and says

"100gp? Where would I spend that on this ship anyhow? Seems like it is my bedtime"


@Gilraen~ My mistake. Forgot you were Oracle, not Cleric. The same principle holds true, tho'. If Guidance is one of your Orisons known you can use it unlimited times per day. (I recommend Guidance over Resistance, now that I've looked at them both more closely. Guidance gives +1 to saves, *or* attack, *or* skill check. Resistance is for saves only.)

@Sidhon~ If you would like to attempt the prestidigitation, please roll the following:
1. d100: under 50% to be within 10'
2. DC10 perception check: Noonan's holler gave you another chance to see the knife, but you can only aim if you see it yourself.
3. DC15 spellcraft check: to make your peacebond strong enough to hold for 1 round. The first level spell peacebond lasts for a minute. I will also give him a strength check to break it.

Allrighty. I'll letcha all mull that over as we get this party started.

Rosie stands up and yells at Noonan and Conchie and Atlatl. Cowards! Ye're all sniveling yellow-bellied cowards! Not a one of you is a real man? Not one o' you is gonna fight Owlbear fair and square, 'stead o' lettin' this cheatin' lard bucket have at 'im?

Conchie stammers at being called out in this way, You know I would do anytheeng to win your admeeration my gentle flower, but the Conchobhar, he... he ees not feeling so good. He does look like he could toss his cookies at any moment.

Bah! Excuses! I'll hear none o' it, you liver-lilied fop! Hold this and mind ye don't get cowardice all over it! With that she hands him her precious axe.

Sandara goes to Rosie and lays her hand on Rosie's shoulder. Besmara be with you. Rosie is Blessed, getting +1 to attacks. Plugg glowers at Sandara, but chooses not to risk the wrath of the Pirate Queen's priest.

Rosie then elbows Fipps in the belly, and yells, outta my way, ya insult to proper swine! Let someone man enough to fight without cheatin' take the challenge.

Plugg smirks as his pet Fipps turns purple with rage. Whoever wins against Owlbear, it is still to his gain that the newcomer Rosie is making some enemies. The crowd watches eagerly to see who Plugg will decide to let fight Owlbear.

Finally Plugg breaks out in an evil leer. I have decided... since both our contestants are so eager, they will fight each other for the privilege of challenging my Owlbear. The winner of this first round will win 50 gp. If they should be lucky enough to then defeat Owlbear, they will win another 100 gp. May the best man...er, creature win.

The crowd erupts with new vigor, and spontaneous betting starts up. (If anyone would like to join the betting: Owlbear is judged to be the overall favorite, and odds are 4-1 against Rosie winning the first round.)


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

close enough?: 1d100 ⇒ 29 (looking for <50)
perception: 1d20 + 3 ⇒ (8) + 3 = 11 (DC10)
spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17 (DC15)


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Noonan raises his eyebrows slightly in confusion regarding Rosie's outburst. However, the confusion doesn't inspire him to act in any way other than the eyebrow movement as he observes to Zorg "She'll win."


Amidst whooping and hollering for both contestants, Rosie and Fipps square off.

Fipps Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Rosie Initiative: 1d20 + 6 ⇒ (15) + 6 = 21

Rosie Attack: 1d20 + 7 ⇒ (4) + 7 = 11Miss! Rosie is quick but doesn't land a blow.
Fipps Attack: 1d20 + 3 ⇒ (2) + 3 = 5Miss! Fipps swings wildly, but Rosie is already gone.

Rosie Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Rosie Damage: 1d2 + 3 ⇒ (1) + 3 = 4 Rosie makes a quick jab, and lands a small blow.

Fipps Attack: 1d20 + 3 ⇒ (20) + 3 = 23Hit!
Fipps Confirm Critical: 1d20 + 3 ⇒ (10) + 3 = 13Not a Critical.
Fipps Damage: 1d3 + 1 ⇒ (2) + 1 = 3 Fipps lands a solid blow.

Is that all ye got ya motherf$++in' prick?
Rosie Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Rosie Damage: 1d2 + 3 ⇒ (2) + 3 = 5 Rosie lands another good punch, and Fipps isn't looking so good.

Kipper yells Hey, ye're not gonna let a little girl beatcha, are ya?

Enraged Fipps tries his knife.
Fipps DC10 Strength Check: 1d20 + 1 ⇒ (7) + 1 = 8 The knife sticks, but will drop next round.]
Fipps Attack: 1d20 + 3 ⇒ (1) + 3 = 4 The sticking knife, throws him off his game.

Rosie Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Rosie Damage: 1d2 + 3 ⇒ (2) + 3 = 5

Fipps goes down like a wet bag of sand.
That's what I thought, you stupid fat f&!$! Rosie spits on Fipps and dances over to Plugg and holds out her hand for her prize.

Plugg scowls and throws a small pouch of coins at Rosie's feet.

Thus ends round one. Anyone want to do anything before round 2? I'll give it until tomorrow night.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Sidhon croaks, "Hurrah for Rosie." From his tone of voice, anyone that might hear would surmise 1 part relief and 9 parts exhaustion.

Groaning slightly at his own need for action, Sidhon casts mage hand, and unbuckles Fipps's dagger and wrist sheath from his unconscious bulk. After it drops to the decking, Sidhon uses the mage hand to scoot the sheathed dagger across the deck and lodge between a pair of barrels.

'I think it only fair he forfeits that up for our use. I'm sure Rosie will stick with her axe, but surely someone will appreciate it.'


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

As Fipps goes down, Zorg jumps up, hoots, and does a little caper, perhaps against basic common sense. He pokes Noonan good-naturedly. "Size isn't everything!"


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Noonan smiles and acknowledges to Zorg, "She would be hard to kill."


Ok, that time was completely not my fault! The boards didn't let me on for a day and a half! Presuming that the peanut gallery has their popcorn and is all comfy, we'll move on.

@Sidhon: Mage Hand is normally to move unbound, unattended objects, not fine manipulation, but I'll let you try. Unbuckling the dagger will take unbuckling 2 buckles. I'll rule 5 concentration checks in a row, at DC15, for each. If you are interrupted you have to start over.

Then when you are ready to pull it towards you (that part is easy), you'll need to make a DC 20 stealth check for the sliding dagger not to be noticed.

~~~

Sandara steps up and heals Rosie, giving a pointed glare at Plugg. I presume you want it to be a fair fight?

Plugg scowls and waves at her... Fine, fine

So Rosie gets healed back up to full and re-blessed. +1 to attack.

Rosie yells at Owlbear, Play fair, and I'll try not t' hurt ya too bad.

Owlbear looks confused. Usually people are afraid of him or mock him. No one is simply courteous to him. Oh..okay?

Rosie's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Owlbear's Initiative: 1d20 - 1 ⇒ (12) - 1 = 11

Once again Rosie wastes no time and dashes in for a quick jab at Owlbear. Attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 HIT! Damage: 1d2 + 3 ⇒ (2) + 3 = 5

Owlbear grunts and takes a wild swing at Rosie She tries to dodge, but he catches her.Attack: 1d20 + 5 ⇒ (10) + 5 = 15HIT! Damage: 1d3 + 3 ⇒ (2) + 3 = 5

Rosie gives a grunt at the solid blow, then goes in again. Attack: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 HIT! Damage: 1d2 + 3 ⇒ (1) + 3 = 4 She focuses in on his solar plexus and nails him. Confirm Critical: Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 HIT! Damage: 1d2 + 3 ⇒ (2) + 3 = 5 Owlbear staggers back breathless.

Enraged that his pet is taking a beating, Plugg shoves a club into Owlbear's hand. Get her!

Owl stares dumbly at the club for a second, and then drops it. No, little nice lady said to fight fair. We fight fair.

Plugg screams at him, Either you beat her, or I beat you!

Owlbear shakes his head no. Fight fair! and swings. Attack: 1d20 + 5 ⇒ (9) + 5 = 14 HIT! Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Thru all of this the gambling and the shouting is going back and forth. Originally Rosie was 20-1 to win, but now the betmakers are laying odds closer to 3-1.

Rosie is pushed back by the force of the blow and is obviously wincing as she goes in again. Attack: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 HIT! Damage: 1d2 + 3 ⇒ (2) + 3 = 5 Perception Check: 1d20 + 1 ⇒ (7) + 1 = 8

Owlbear takes his turn. Attack: 1d20 + 5 ⇒ (1) + 5 = 6MISS! Rosie nimbly ducks away and takes another swing.

Attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 MISS! Perception Check: 1d20 + 1 ⇒ (7) + 1 = 8 Winded and gasping, Rosie's having trouble putting any force behind her blows.

And Owlbear swings. Attack: 1d20 + 5 ⇒ (6) + 5 = 11 and barely Misses her.

Rosie summons her strength to try again. Attack: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 HIT! Damage: 1d2 + 3 ⇒ (1) + 3 = 4 Perception Check: 1d20 + 1 ⇒ (6) + 1 = 7

Owlbear is in really bad shape now, but with Plugg's curses in his ears, he pushes on.Attack: 1d20 + 5 ⇒ (6) + 5 = 11 MISS!

Rosie takes another swing. Attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 Miss! Perception Check: 1d20 + 1 ⇒ (6) + 1 = 7

And Owlbear goes. Attack: 1d20 + 5 ⇒ (15) + 5 = 20HIT! Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Rosie is Staggered. She's still up, but barely hanging on by her toes.
Attack: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 Miss! Perception Check: 1d20 + 1 ⇒ (18) + 1 = 19 She misses again. But Rosie finally realizes something about Owlbear's attack style, and steps far to his left side.

Owlbear should take his turn, but first he has to turn far to his left to find her. Finally he does see her again, but his swing suffers for the delay. Attack: 1d20 + 5 - 5 ⇒ (6) + 5 - 5 = 6 Miss!

Rosie steps to Owlbear's left again and jabs. Attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 HIT! Damage: 1d2 + 3 ⇒ (1) + 3 = 4

With a groan, Owlbear slides to the floor.

The crowd breaks into raucous moaning and gloating as bets are paid up. But above it all a purple-faced Plugg starts to yell at Owlbear. I'll skin ye alive, ye worthless sack of bilge. And goes to start whipping him.

Seeing this, Rosie makes an odd (for her) move, and appears to collapse to the floor barely a second after Owlbear.

Now the groaning reverses, as both contestants lie unconscious and there appears to be a tie.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3


1 rd before Rosie v. Owlbear
concentration: 1d20 + 4 ⇒ (3) + 4 = 7

8 rds of the fight
concentration: 1d20 + 4 ⇒ (2) + 4 = 6
concentration: 1d20 + 4 ⇒ (1) + 4 = 5
concentration: 1d20 + 4 ⇒ (13) + 4 = 17
concentration: 1d20 + 4 ⇒ (13) + 4 = 17
concentration: 1d20 + 4 ⇒ (1) + 4 = 5
concentration: 1d20 + 4 ⇒ (12) + 4 = 16
concentration: 1d20 + 4 ⇒ (6) + 4 = 10
concentration: 1d20 + 4 ⇒ (8) + 4 = 12

Despite concentrating furiously, the hubub surrounding the incomparable Rosie v. Owlbear grand entertainment, on top of having had a very difficult couple of days, causeto be unable to remove the sheath from Fipps's wrist.


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Noonan is pleased that the show lived up to his hopes. He'll go pick up Rosie, if circumstances allow, and return her to her bed so as to avoid any accidental damage as Owlbear is beaten.


Sandara taps Noonan on the arm to get him to pause. Let me give a little healin' first, eh?

Then she'll do a couple of quick healing channels until Rosie, Owlbear (and unfortunately Fipps) are back up to full hp.

As soon as Rosie's feeling better she'll yell at Noonan, Put me down you f$@#ing spawn of a hillgiant! Or I'll totally kick your ass too. And you, you bleedin' sissy, give me back my godsdamned axe.

Conchobhar whispers, That was so admeerable, what you did for ze Owlbear. You are truly a woman of great honor.

What in the hells are you blathering about? But Conchie isn't buying her protests and gives her a look.

Rosie confesses, Fine, fine. I took a dive. But I only went into the fight to keep the stupid mook from gettin' filleted. It woulda defeated the point if Plugg just turned around and skinned 'im anyway. Besides -she jingles her new coin purse with 50gp- I already got this. And I woulda fought that fat f*+* for free.

Everyone gets 100 xp for the day.

Except for Rosie, Owlbear, and Fipps, who each get 400 xp per fight. Waitaminnit-- thats 1600 xp-- for the GM! Whoo hoo! I level up as a GM. Maybe next fight I'll try some grappling and tripping and stuff.


DAYS 6 & 7

Metagame Hint: Nothing special is on the calender for these two days, so I'd like to play them together. Lets start off dealing with the mechanics first:

1. Please roll your saves if you need to make them. (Sidhon, Atlatl, and Conchie. Gilraen, please roll Heal checks if you would like to give them the +4 each. Sandara will cast Guidance for an extra +1, so if Gilraen is successful you will each have +5 to your check. The disease is DC 11, and the poison is DC 10). You will get 8-10 hours of sleep on night 5, so that should undo most of the damage of fatigue or exhaustion. Just the disease to deal with.

2. Please roll your requested Job Checks for both days.

3. Please roll your evening rum check for both days. (Fortitude DC 10, Or alternate stealth activities.)

4. Then, once the mechanics are finished, tell me about any schmoozing, exploring, shopping, and roleplaying activities.

~~~

Riggers-- Yes, I said it. The "R" word. You know who I'm talking about.
Day 6: Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.
Day 7: Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.

Swabs--
Day 6: Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.

Day 7: Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.

Cook--
Day 6: Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day (see the swab task Man the Bilges on page 23).

Day 7: Cooking: Assisting Ambrose Kroop in preparing
the day’s meal. Kroop is drunk, this requires a DC 10
Profession (cook) or Intelligence check.

Mr. Fixit--
Shivikah has agreed to let you try to fix stuff on the down low. You have to pretend at first to do what the other swabs are doing, giving you less time then you would like for repairs. You are given the distinct impression that if things go well, Shivikah will happily take credit for the idea, and if things go poorly you will be taking the blame alone.
(In the future I will try to get more creative with the repair jobs, but since I will actually have to do a bit of research... um, it won't be tonite. Been at it an hour and a half already.)
Day 6: Bilge pump repair-- needs 10 hp of repair. DC 15 craft (ships) without tools and materials. DC 12 with tools and materials. Slightly higher because you'll have 6 hours instead of 8. Hint--Cutthroat will have tools and materials.
Day 7: Presumably further bilge pump repair.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

After a much (much) needed solid night's sleep, Sidhon rallies back strongly from the rat-bite disease. Feeling better, Sidhon plays along with Shivikah's working-under-the-covers. He initially slogs down to the bilges with everyone else. After some initial work (between Sidhon and Atlatl they stake out the area of the bilges with their stashed 'treasures'), Sidhon gets authorization to retrieve some materials to repair the pump.

Over the course of the day, Sidhon runs to/from Cutthroat's cupboard-of-holding probably 1/2 dozen times. He is careful to remain low profile, but he works with Cutthroat to draw the right tools and materials for the repair. He's also very careful to ensure that the tools are returned in full to the quartermistress, early and often. Sidhon keeps his interaction with Cutthroat as minimal as possible (not shmoozing), though he will try to elicit any faults or repairs that she needs, or regards as having been neglected.

Over the course of these couple of days, Sidhon focuses on two things - his health, and repairing things. He minimizes his off-duty activities, minimizes his shmoozing. Sidhon makes exceptions on his low-shmoozing rule for Cutthroat and Shivikah. Sidhon will quietly join the musician's gathering in the Galley in the evenings - not intrusively, but allowing that group to get accustomed to his presence as 'normal'. During the day, as Sidhon shuttles tools and materials to and from the the quartermistress's care, he will be pleasant and solicitous, and ensure that he follows Cutthroats rules, and keeps an eye out for ways he can make her life easier/better. Sidhon moderates his interactions with Shivikah, hoping he fails to notice that he's letting Sidhon work his way out from under Shivikah's thumb. Sidhon is also very careful to avoid 'rocking the boat' and obviously neglecting the assigned work. For example, on the second day, every time Sidhon has a need to visit Cutthroat for tools or materials, he also takes an opportunity to step, fetch and carry to support the deck polishing. Also during the evenings, Sidhon continues his low-key purchasing-good-will-with-rum from Aretta, but without embellishment.

Day 6
disease: 1d20 + 1 + 4 + 1 ⇒ (12) + 1 + 4 + 1 = 18
stealth(rum redirection): 1d20 + 7 ⇒ (18) + 7 = 25
craft(ship): 1d20 + 7 ⇒ (18) + 7 = 25 (looking for DC12) - from craft rules result x DC x (fraction of a week) -> 25*12*(6/8)*(1/7) = 32 sp value improvement
. from advanced naval combat rules, success -> 10 hp improvement, but assumes full day; discounting for time available -> 10*(6/8) -> 7 hp
fort(workin' hard): 1d20 + 1 ⇒ (9) + 1 = 10

Day 7
disease: 1d20 + 1 + 4 + 1 ⇒ (11) + 1 + 4 + 1 = 17 (two consecutive - hurrah!)
stealth(rum redirection): 1d20 + 7 ⇒ (5) + 7 = 12
craft(ship): 1d20 + 5 ⇒ (19) + 5 = 24 (looking for DC12) - from craft rules result x DC x (fraction of a week) -> 24*12*(6/8)*(1/7) = 30 sp value improvement
. from advanced naval combat rules, success -> 10 hp improvement, but assumes full day; discounting for time available -> 10*(6/8) -> 7 hp
fort(workin' hard): 1d20 + 1 ⇒ (16) + 1 = 17

From the 'craft' rules, repair of an item is 1/5 the total cost of that item. Doing the math for the pump, the total time-discounted 'craft value' implied is 62 sp. In terms of repair and total value, that implies that if the total cost to craft the pump is less than 310 sp (31 gp), then it should be repaired.
Looking at the alternative rules presented in 'advanced naval combat', a single person working a full day to repair damage to a ship (assuming success on their craft check) can repair 10 hp of damage to the ship. Applying that to the bilge pump, and discounting for non-full-time working on the pump, the two successes imply a total of 14 hp repaired on the pump over the two days.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Addendum:
The evening of day 6, Sidhon tries to recruit Gilraen (and/or Sandra) to visit with Owlbear (so they can heal him if needed). In particular, Sidhon is concerned that Owlbear may have been more hurt than initially apparent when 'dancing' with Rosie. Sidhon visits with Owlbear for a short while in the evening shortly after folks have gathered in the Galley. Sidhon will also ask Conchie and/or Rosie to cover for a couple of minutes with Cut-throat and Fishguts.


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Day 6
Strength check 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16

Constitution check 1d20 + 3 ⇒ (18) + 3 = 21

Day 7
Rigging Repair:

Climb checks
1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26
1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25
1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Dexterity check
1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12

Noonan's movin' right along...and trying to learn Zorg's songs.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Over the next couple of days, Zorg attacks his chores with his usual cheerful vigor.

Day 6 - Man the Bilges

Strength: 1d20 + 4 ⇒ (14) + 4 = 18
Constitution: 1d20 ⇒ 14

After a successful day at the bilges, Zorg is ready for his rum, though he does not opt for a second helping.

Fortitude: 1d20 + 2 ⇒ (17) + 2 = 19

Day 7 - Swab the Decks

Strength: 1d20 + 4 ⇒ (15) + 4 = 19

Again, everything seems to be going smoothly and he waves his holystone about as he sings. He even has a companion to sing his shanties with.

Fortitude: 1d20 + 2 ⇒ (13) + 2 = 15

Zorg is feeling good! He's a real pirate! Nothing could possibly go wrong! He's in a good enough mood that he is happy to tag along to join the other conscripts in anything they have a mind to do after dark.


So... DAYS 6 & 7...

Disease and Poison:
Everyone is healed! Besmara be Praised!

Jobs:
Mainsail is hoisted, rigging is repaired. (Thought might wander thru Noonans head, about how they got so badly damaged.)

Sidhon got the Bilges working beautifully over a 2-day period. Shivikah is really pleased. Still wants to keep it on the down-low for a while though. Going to give you something to do with a damaged rudder next.

Zorg did an excellent job with the bilges and the swabbing. People are alternatively amused and annoyed with Zorg's singing. But once Noonan's (dying bull moose) and his parrot (cat in heat) join in the song, no one feels inclined to interrupt.

Unfortunately, Atlatl did not do so well. Maybe the rat bite was finally kicking in, but he stumbled and was weak all day. At Day 7's end, he was brutally whipped and thrown in the (thankfully dry) brig.

Gilraen was also brutally whipped for failing to keep Fishguts sober. She is also currently in the brig.

Rum checks:
Apparently you all are getting used to having a wee bit of rum in your heads. It doesn't knock you for a loop like it used to.

Evening 7:
Things are a little somber what with the fate of your comrades. Fishguts doesn't seem so inclined to be merry. Nonetheless CutThroat enjoys a good tune, and is becoming favorably inclined toward the well-mannered and helpful Sidhon. She doesn't quite know what to make of Zorg, but his enthusiasm compensates somewhat for his lack of skill (or even a sense of pitch), and once she's drunk enough she finds him charming. She'll even pick him up occasionally and whirl him around the dance floor. Owlbear is enthralled with Rosie, considering her his hero. He will moon over her and follow her about when given the chance, much to Conchie's consternation.

Cut Throat will give a padlock, a footlocker, and their gear back to everyone in your group.

(Note-- things left to explore include other people's footlockers, kept near the wall of each persons hammock)

I will give everyone 24-36 hours to respond/ declare activities before moving on to Day 8.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

"Whee!" Zorg squeals as he is spun around by Cut Throat on the dance floor, holding fast to his chest to make sure Yalla doesn't go flying across the room due to the centrifugal force. Dizzy! Make her stop!, she cries in his head, but the goblin is having too much fun.

He also hops up and down when presented with his own footlocker. He pulls out his only two "possessions" - Yalla and his dagger - one in each hand and examines them. He decides they are both better off on his person and returns them to their original locations. Still, he plays with the padlock for several minutes and dutifully seals up his empty footlocker.


Male: HP: 10/10 | DR5/cold | AC 15 | T 15 | FF 10 | CMD 16 | F +2 | R +7 | W +2 | Init +5| Per +6 (+8 traps) Undine Ninja 1

I believe I am in the Brig with Gilraen...

seeing Gilraen, and feeling pretty beaten, Atlatl pulls at his next trap device to see if it loosens even a little. It doesn't. Decides to look around the room to see what/who is down here.

Perception Check: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17


So 100 xp for each of Day 6 and Day 7!

DAY 8 Begins!

Everyone has recovered from their diseases.

Gilraen and Atlatl are released from their cell to return to work. The nonlethal damage of last night is healed, although you've definitely had more comfortable nights.

Everyone just make 1 d20 roll for your job

Use the following list for a DC 10 save for your respective job...
Gilraen: Best "+" of Survival or Intelligence; Fishing
Sidhon: Craft(ships); Repair 12 damage on Rudder controls (6 on success, 3 on failure- because of reduced time.)
Noonan, Zorg & Atlatl: Best "+" of Strength, Constitution, or Profession-(Sailor); Trim sails. Organize and repair ropes

The weather is beginning to change. You all notice dark grey clouds and the waves starting to swell.

For those paying attention to such things, there seems to be an edginess to the more experienced crew hands.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Day job: 1d20 + 4 ⇒ (12) + 4 = 16
Rum: 1d20 + 2 ⇒ (2) + 2 = 4


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Job roll: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

As the weather starts to blow up, and some of our favorite crew are under the decks, Sidhon will fix the rudder, and also 'fix' one of the stays of the rigging to sweep someone over the side when a belaying pin is pulled (craft trap, 'manual' trigger, triggerable by mage hand).

'ah... but i've got my talon back now. there's a comfort. i'd thought it gone. and my shipwright's apron. the world isn't right yet, but it's moving that way!'

craft(ship): 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
craft(trap): 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12


Gilraen Fishing: 1d20 ⇒ 12
Atlatl Repair Ropes: 1d20 ⇒ 5
(Not gonna search for the bonuses, I lose stuff when I switch pages-- so post em when you get the chance)

SidhonManages to repair 1/2 the damage to the listless, sticking rudder. Although his attempts to make a trap are continuously thwarted by too many passersby.

The bucking and heaving of the ship has Noonan less sure-footed in the ropes then usual. He manages to get the sails trimmed, but not without effort.

Gilraen manages to pull in a good haul of fish, despite the frothing water.

Zorg sings his songs and tends the ropes quite nicely. Atlatl unfortunately is still suffering from last nights beating and has trouble concentrating.

All day you have seen the Captain and Mr. Plugg, as well as the Sorceress and a few others arguing and pointing at the approaching storm. The grey clouds have turned black and are sparking lightning to the heaving waters. The wave swells have reached 25 feet at times, and ship appears to be travelling up and down more than forwards.

Anyone in a position to watch can gather that several of the officers want to head away from the storm, towards coves or the lee side of islands you've passed. But Captain Harrigan is adamant-- the Wormwood will push on.

By the time the hideous clock strikes the Red Hour, tensions are extremely high. Scourge barely listens to a recitation of the days successes and failures. All punishments will be deferred until after the storm.

Dinner tonite will be hard biscuits only (the same as what you get for breakfast.) Everybody will eat them while continuing to work. There will be no stew. There will be no rum rations. And... there will be no sleep.

Instead, everyone will be given new jobs on deck.

Peppery Longfarthing will reappear and speak to everyone again.
Who has spellcasting ability amongst you? Best not be shy. We all have common purpose here, which is to stay alive this night.

(I will assign jobs after anyone who wishes responds to that question.)

Also, now Everyone make a Fortitude 10 save vs. Seasickness. (Zorg you can use the roll you made earlier.)


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Fort(seasick): 1d20 + 2 ⇒ (20) + 2 = 22

Stepping forward to Peppery, Sidhon says quietly, "I have a little magic - it's to you to say where I'm useful." Then in Draconic, "டிராகன்கள் இரத்த என் மக்கள் நரம்புகளில் ஓடுகிறது. நான் சில மேஜிக் செய்ய முடியும், ஆனால் நான் ஒரு காற்சில்லு அழைக்க முடியாது."

Draconic:
"The blood of dragons flows in my people's veins. I can make some magic, but I wouldn't call myself a caster."

'I can't believe I'm volunteering to this psychotic woman. But it's not as though I can hide my magic consistently here. Maybe I can allow her to believe I'm an entirely untutored raw talent'


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Aww, do I have to use that roll? Sure, it all ends with vomit, but... :)

Zorg's belly grumbles over the sound of wind and wave, and he looks even more green than usual as the ship pitches and heaves with the coming storm. It's clear that all is not well in the digestive world of this goblin. He looks at Sidhon and manages a sickly smile.

Draconic:
"I wouldn't call you that, either."

To Peppery Longfarthing, he simply says (without his usual over-enthusiasm), "I can cast."


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Fort Save 1d20 + 5 ⇒ (20) + 5 = 25

Noonan feels great! As he was beginning to think already, he was born to be a pirate!

Upon overhearing Zorg admit his magical abilities, Noonan makes a mental note to be wary of the little green guy. Not to be completely trusted...although he's a lot of fun.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Fort: 1d20 + 1 ⇒ (19) + 1 = 20

Gilraen blinks as if awaking from a deep sleep.

I have a few spells.


Conchobhar steps up. I can do a leetle

Sandara smirks. I'll give what aid Besmara allows me.

Peppery gives a thin smile at her new recruits. I should have known it would be all you freaks. Well come on with me then. [b]

[b]The obvious place to start is: can any of you calm the wind and the waves? She shoots Sandara a look, who shakes her head. Anyone else?

She gives a disgusted noise and continues. Is there anyone who can cast any kind of light spell, we need you to light the masts, the prow, the rails and the rigging so we can see what we're doing as it gets dark.

Those of you who can cure, cure when its needed. The big, strong guys are the priority, you can let the little freaks wait. Oh, you are the little freaks. Well, you can still wait. The big uns that will keep this ship on an even keel, they're the ones that matter.

You-- little singing guy (when Zorg puffs up she says) no, not you, the little guy that styles himself a bard-- keep up morale.

But, but I can only do zees for a few minutes.

But they don't know that, do they? You will sing, and you won't stop until I tell you. If they think they're being blessed, they may do better.

The rest of you, can you do anything useful? Anything at all?

(Describe your activity and make a DC 15 concentration check to accomplish it.-- d20+ relevant stat bonus+ caster level--)

~~~

Meanwhile Plugg assigns Noonan, Owlbear, and Cogsworth (the guy that climbed the rigging and fell on day 1) to man the wheel. He gives you a compass and tells you to keep the ship on course. Its harder than it looks with the wheel bucking out of your hands like a crazed bull.

Make a DC 15 strength check. d20 + Str bonus

~~~

Atlatl, Rosie, and the rest of the swabs and riggers are put to work up in the rigging to keep the sails lashed, the ropes spliced, and the boom from swinging out of control.

Make a DC 15 strength, dex, or climb check (whichever is best).


Conchobhar steps up. I can do a leetle

Sandara smirks. I'll give what aid Besmara allows me.

Peppery gives a thin smile at her new recruits. I should have known it would be all you freaks. Well come on with me then.

The obvious place to start is: can any of you calm the wind and the waves? She shoots Sandara a look, who shakes her head. Anyone else?

She gives a disgusted noise and continues. Is there anyone who can cast any kind of light spell, we need you to light the masts, the prow, the rails and the rigging so we can see what we're doing as it gets dark.

Those of you who can cure, cure when its needed. The big, strong guys are the priority, you can let the little freaks wait. Oh, you are the little freaks. Well, you can still wait. The big uns that will keep this ship on an even keel, they're the ones that matter.

You-- little singing guy (when Zorg puffs up she says) no, not you, the little guy that styles himself a bard-- keep up morale.

But, but I can only do zees for a few minutes.

But they don't know that, do they? You will sing, and you won't stop until I tell you. If they think they're being blessed, they may do better.

The rest of you, can you do anything useful? Anything at all?

(Describe your activity and make a DC 15 concentration check to accomplish it.-- d20+ relevant stat bonus+ caster level--)

~~~

Meanwhile Plugg assigns Noonan, Owlbear, and Cogsworth (the guy that climbed the rigging and fell on day 1) to man the wheel. He gives you a compass and tells you to keep the ship on course. Its harder than it looks with the wheel bucking out of your hands like a crazed bull.

Make a DC 15 strength check. d20 + Str bonus

~~~

Atlatl, Rosie, and the rest of the swabs and riggers are put to work up in the rigging to keep the sails lashed, the ropes spliced, and the boom from swinging out of control.

Make a DC 15 strength, dex, or climb check (whichever is best).


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Quietly to Peppery, "Ma'am, I have no arts in what you are seeking to accomplish. I can summon some mist, and some of the acid of my black dragon ancestors. But I think we'll have more mist than we need shortly."

Continuing on, "I believe I can be of most use continuing to ensure the rudder remains connected to the wheel. With your permission ma'am?"

ship repairing:
Assuming Peppery allows Sidhon to return to repairs...
craft(ship): 1d20 + 5 ⇒ (16) + 5 = 21

In addition to working as long and as hard as possible to ensure the repair of the rudder/wheel, Sidhon will also try to ensure that additional spars are handy for snapped yardarms, that bales of coiled rope are convenient for re-rigging blown out sheets, and that there is additional canvas available to replace sails at need.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Zorg shakes his head. "I be not able to produce light - I've little need for light." He straightens himself and grins. "But I be able help keep us from getting lost, by identifying north at any given moment."

(can cast know direction at will)


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

"Other than healing, there is not much I am able to do - unless you need something dark or cleaned. I'm not terribly well-versed in dealing with ships - would it be helpful if I strapped things down until the healing is needed?"


Peppery grunts and shakes her head at all of you. You can hear her muttering What a sorry lot, I'll end up doing all the magic meself.

Alright, you and you (points to Sandara and [b]Gilraen), heal thems that need it. Mind you, heal the officers and the big strong uns first.[/b] Just make one DC 15 concentration check for the whole night. (d20 +caster level +charisma modifier). Success means *all* your spells function. Failure means you can only get off 50% of them.

You! (at Conchie) Sing for your life and keep these wretches inspired, don't stop until I tell you to stop. Conchie makes his Performance (Sing) check.

She gives Sidhon a strange look. You... know how to repair things? Fine, fine. I suppose ye can't make em worse. Just keep out from underfoot. I was going to give you a big penalty for the hideously bumpy working conditions, but you made a good enough roll anyway. Still, it's 50% less repairs than you would have made in ideal conditions.

To the retching Zorg she says You eat a lot of food for a compass, but still... stay with these galoots (Noonan, and the others at the wheel) and make sure they stay pointed that way (W by NW.) No checks needed for the Know Direction. Just make a (-1) dex check to grab onto something whenever a big wave washes over the deck.

~~~

[b]Noonan, Owlbear, and Cogsworth are at the wheel. It whips and bucks and does not want to stay on the course that you've been set. [ooc]DC 15 Strength check to stay on course. How much higher or lower than 15 you are will determine how on or off course the ship is.

Rosie is sent up into the rigging. She loses her footing when the ship tilts wildly, but she always manages to grab onto something else.

Atlatl is assigned to bail out the bilges. The pump is thankfully repaired, or the ship might have taken on too much water. As it is, bailing is still needed. Atlatl finds himself choking whenever he gets knocked off his feet and is submerged in the roiling waters.
Atlatl Fortitude Save: 1d20 + 2 ⇒ (16) + 2 = 18
[ooc]Atlatl needs to make a DC 15 str, con, or profession, sailor check, or collapse from exhaustion at the bailing.

~~~


Enh. Paizo seized up while I was editing. Anyhoo... ignore the previous.

Peppery grunts and shakes her head at all of you. You can hear her muttering What a sorry lot, I'll end up doing all the magic meself.

Alright, you and you (points to Sandara and Gilraen), heal thems that need it. Mind you, heal the officers and the big strong uns first. Just make one DC 15 concentration check for the whole night. (d20 +caster level +charisma modifier). Success means *all* your spells function. Failure means you can only get off 50% of them.

You! (at Conchie) Sing for your life and keep these wretches inspired, don't stop until I tell you to stop. Conchie makes his Performance (Sing) check. EVERYBODY GETS +1 on THEIR SKILL CHECK.

She gives Sidhon a strange look. You... know how to repair things? Fine, fine. I suppose ye can't make em worse. Just keep out from underfoot. I was going to give you a big penalty for the hideously bumpy working conditions, but you made a good enough roll anyway. Still, it's 50% less repairs than you would have made in ideal conditions.

To the retching Zorg she says You eat a lot of food for a compass, but still... stay with these galoots (Noonan, and the others at the wheel) and make sure they stay pointed that way (W by NW.) No checks needed for the Know Direction. Just make a (-1) DC12 dex check to grab onto something whenever a big wave washes over the deck.

~~~

Noonan, Owlbear, and Cogsworth are at the wheel. It whips and bucks and does not want to stay on the course that you've been set. DC 15 Strength check to stay on course. How much higher or lower than 15 you are will determine how on or off course the ship is.

Rosie is sent up into the rigging. She loses her footing when the ship tilts wildly, but she always manages to grab onto something else.

Atlatl is assigned to bail out the bilges. The pump is thankfully repaired, or the ship might have taken on too much water. As it is, bailing is still needed. Atlatl finds himself choking whenever he gets knocked off his feet and is submerged in the roiling waters.
Atlatl Fortitude Save: 1d20 + 2 ⇒ (5) + 2 = 7 It was an 18 the first time. MADE IT!
[ooc]Atlatl needs to make a DC 15 str, con, or profession, sailor check, or collapse from exhaustion at the bailing.

~~~

What comes is a hideous night. Wind lashes a stinging rain into your faces, and tries to tug everything out of your hands. It is hard to keep your footing (and your stomach) with the sudden bucking and dropping of the ship. Peppery lights what she can to make the ship's masts, rigging, and rails visible. Then she turns her attention towards attempting to calm the seas. But even a sorceress of her abilities is strained to her limits trying to make a dent in the ferocious weather.
To his credit, Captain Harrigan can be seen putting his own formidable strength into lashing the boom, and keeping the cavorting vessel upright. At times lightning will flash, giving you glimpses of grim faces.

Gilraen and Sandara are kept busy healing, and then stabilizing when they run out of spells. Many have been injured falling, or having ropes ripped from their hands, or being bowled over by objects that were not lashed securely enough.

Atlatl occassionally is caused to gasp for air as the rollicking ship submerges him in fetid bilge water.

Many people lose their handholds and their footing throughout the night. Three are knocked by huge waves at various times and barely cling to the edge of the ship. They will fall into the sea without assistance:

Jaundiced Jape (hostile)
Tilly Bracket (neutral)
Sandara (friendly)


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

If Sidhon isn't actively holding the ship together, and if he sees someone in trouble, Sidhon will spend every effort to aid them. As Zorg noted, darkvision makes it easier for Zorg or Sidhon to watch out for folks in trouble on deck.

I'll Save Them!:
For the three folks noted above, please find perception shecks for Sidhon:
Per for Jape: 1d20 + 3 ⇒ (18) + 3 = 21
Per for Bracket: 1d20 + 3 ⇒ (7) + 3 = 10
Per for Sandara: 1d20 + 3 ⇒ (14) + 3 = 17

For any character Sidhon notices in danger, he will

  • inform at least 2 other crew (Zorg being one - because he can see in the dark too)
  • tie off a rope to a mast or rail
  • tie off a his own stay-line to a different mast or rail
  • work to a place to extend the line to the person in danger
  • if unavoidable, go after them (but only if properly secured by a a line, with a second secured line in hand)
I anticipate that this is what constitutes good 'profession(sailor) best practices' - well, if you're actually going to try to retrieve folks without dying too awfully much.

If this is an accurate summary of 'sailor best practice', these are checks for each of the three in danger above:
profession(sailor) jape: 1d20 + 5 ⇒ (8) + 5 = 13
profession(sailor) bracket: 1d20 + 5 ⇒ (11) + 5 = 16
profession(sailor) sandara: 1d20 + 5 ⇒ (14) + 5 = 19


The player realizes that's a lot of action/activity. Sidhon's priority is health and safety - repairs to keep the ship from sinking, then retrieval of personnel in dire straights. Maintaining course (beyond control required to prevent foundering) is a distant, distant second.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Having been informed (presumably) about at least one of the pirates going overboard, or having seen one or more of them himself, Zorg will aid Sidhon in attempting to rescue Sandara only.

aid another - Profession(sailor): 1d20 + 4 ⇒ (9) + 4 = 13

He will not help try to save Tilly, but he won't get in Sidhon's way either.

If he sees Jape going over, and then Sidhon attempting to help him, Zorg will attempt to grapple Sidhon to prevent him from saving the nasty half-orc.

grapple check vs. Sidhon's CMD: 1d20 - 1 ⇒ (19) - 1 = 18


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

If Gilraen is working with Sandara, does she her go over?

Perception 1d20 + 2 ⇒ (1) + 2 = 3

Concentration check 1d20 + 1 + 1 + 4 ⇒ (4) + 1 + 1 + 4 = 10

Apparently karma is kicking Gilraen for all her excellent rolls earlier.


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Strength at the wheel: 1d20 + 5 ⇒ (12) + 5 = 17
As long as it doesn't result in danger to the ship (through neglect of his duties), Noonan try to go save Tilly.


Alrighty then:

Gilraen heals several people, but loses many of her spells due to the tossing of the ship.
She sees nada. But if someone hollers about Sandara she'll be able to go help.

Make a DC10 Aid Another check to give Sidhon a +2 to save Sandara. Add either your strength or profession (sailor) bonus, whichever is better.

Noonan and his cohorts do an excellent job holding the bucking ship on course.

He can take a moment to help with Tilly's rescue. Make a DC 10 Aid another strength check to give Sidhon a +2 to help Tilly. If you make 15 its a +3, if you make 20 its a +4, and if you roll a natural 20 its a +5.

Sidhon
The good news is that the tying off keeps you from being pulled overboard yourself. Good job. Unfortunately the tying off will take several rounds the first time. I rolled for sequence of "danglers"

Tilly first
Then Sandara
Then Jape

So because of the length of time you get a -5 to rescue Tilly. The next two, you'll already have the ropes set up, but you'll have to make adjustments to location so only a -2.

Rescuing Jape-- because of Zorg's grapple (I presume 18 overcomes your CMD?) you will not be able to try to rescue him until you break his grapple.
No one else is assisting with Jape. (And for whatever reason the rest of the crew doesn't notice/ doesn't care/ is too busy saving themselves).

So I would like Zorg and Sidhon to each roll a few rounds of grapple v escape artist. Sidhon will not be able to proceed with Jape until he's free.

Atlatl If you check in and would like to assist/ hinder any of the rescues you may. Roll a d20 + your strength bonus for whichever you try to do. (I'll say you're on deck to catch your breath)

Each Rescue is a DC 15. We'll determine if they are made once we have everybody's Aid/Hinder rolls added in.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Aid: 1d20 ⇒ 20

OK, that's +2 for Sidhon on Sandara's rescue.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Zorg growls at Sidhon as he struggles to keep him from Jape, not so loudly that others outside their 'group' could hear given the storm. "Let 'im drown, damn you!"

grapple: 1d20 - 1 ⇒ (1) - 1 = 0 (yay!)

With all the rain and sea spray, Zorg loses his grip on the kobold just a few seconds after having wrestled him in the first place. He looses a frustrated "Aarghh!"

probably not going to need these
grapple: 1d20 - 1 ⇒ (11) - 1 = 10
grapple: 1d20 - 1 ⇒ (16) - 1 = 15
grapple: 1d20 - 1 ⇒ (14) - 1 = 13


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

For each of the 'danglers' that Sidhon sees, he makes as broad an announcement has he can manage - 'MAN OVERBOARD'. Sometimes it takes a village...

Sidhon will not resist Zorg's wrestling, in fact, he holds onto the blue ball of energy to prevent him from bouncing off deck.
I fully attribute the spectacular '0' grapple check (never seen that before) to the fact that Sidhon was unexpectedly not resisting.

"Zorg - tie down before you do this. Jape is a waste of space - hurting him is not worth putting yourself in danger. Be safe!"

Clutching Zorg by the shoulders, Sidhon yells over the storm, "For us, for now, Jape is more useful if he owes us his life than if he's dead. Saving him is the right thing to do, and it's also the smart thing to do. If you won't help me, at least don't stop me!"

Sidhon is not deeply invested in Jape's survival - not to the point of endangering any other crew member to save Jape's bacon. If someone volunteers to do heroic crew saving (as Sidhon is doing himself) then that's OK. But no 'extraordinary measures', throwing folks into the teeth of the storm to try to save Jape.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

From the deck where he landed after Sidhon slipped out of his grip, Zorg yells back. "I'm not goin' ta do anything - just let nature take its course with that one. Go ahead and save him if you want, then!"

Zorg will, however, follow Sidhon's advice and tie himself before helping to go after Sandara.


I'll make a strength check for Noonan to help with Tilly.

1d20 + 4 ⇒ (20) + 4 = 24
Never mind helping Sidhon, Noonan pulls a grateful Tilly up by himself with one hand.

Tilly is rescued single-handedly by Noonan

With Gilraen's help Sidhon rescues Sandara.

Because of the delay by Zorg, Sidhon almost loses Jape, but manages to hoist him on board at the last possible second before his fingers give out.

~~~

With Zorg's sense of direction and Noonan and company's strength... the ship stays on course.

Gilraen loses half her cure spells to the tossing of the ship.

Sidhon manages to keep the rudder from taking more damage (which it would have done otherwise.) In the morning tho' you see many, many more things in need of repair.

Atlatl had a horrible night pumping out the bilges, but managed to keep the ship from getting too waterlogged.

~~~

All things considered, things could have been worse.

But you are all now fatigued and expected to go ahead with the next day's work. If you were already seasick you are now exhausted.

If you are spellcaster you have not regained any used spells. Gilraen, I think this means youre out.

~~~

But here's the good news; You are all officially 2nd level. Yay!

If you have questions... private message me or post on discussion board.

If there were decisions you made at character creation which you wish you could adjust I'm open to discussion. Generalities have to remain the same... gender, race, type of character (fighter, rogue, arcane caster, divine caster). But I'm open to letting you adjust details now that you know the game a little better.

And... I'm giving everybody Profession (sailor) as a class skill with a single rank in it.

If you already had Profession (sailor) I will give you a bonus class skill and skill point related to your job on ship. Gilraen, you can swap for fishing or cooking if you wish.

I think I will just tell you when you level up, rather than having y'all keep track.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

If I read it right, Sidhon will get enough help to retrieve Tilly and Sandara.
It looks like Sidhon isn't going to get any help on Jape, and with the -5 penalty and the poor roll above, there's a lot of gap to fill.

Question: Sidhon will drop a Hero Point to pull Jape's bacon out of the proverbial fire. How would the GM care to adjudicate it?

musings on ethics:
..and just in case anyone's wondering... We haven't launched a mutiny yet. Jape isn't a major figure in the crew - he's an incidental threat to health and safety, not an out-to-get-you in-a-position-of-authority threat. So... because of those two things, he's part of our crew. Sidhon would do the same for anyone else on the crew. More particularly, Sidhon couldn't live with himself if he intentionally did less for one of the crew (like Jape) than he would for another of the crew (like Sandara). It's an elusive line, but Jape's definitely on the 'us' side of it. Most of the senior officers are on the other side of it. But that's not an issue at the moment, so Sidhon doesn't have to decide exactly where the line sits - just enough to know that Jape is on the 'us' side.

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