For me, Riff is taking no daytime or nighttime action. I am just waiting for the chance to roll the fort saves. By the numbers it's looking grim. Potentially it could be pulled off, but if I fail the next save its very unlikely that I will make two in row before failing another. I am half tempted to just get it over with. Unless anyone has a better idea to help other than the heal checks to aid I will just cut to the chase and roll them.
Task 1d6 ⇒ 2 Ratcatcher
Dex check 1d20 + 6 ⇒ (8) + 6 = 14
Rats again?! Where the heck do these things keep coming from?
Valen grudgingly sets to work on his task, looking grimly at his fellow "recruits" as they try to fight off disease. Wishing he could help, he sighs and keeps at it, praying to Gozreh for their well being.
Nighttime action is to sleep
Antal tries to summon up the energy to dump the vile drink as he has been doing, but with the fatigue, the bilge stench clinging to him, and the damnable filth fever...Antal loses the battle, drinking the rum.
Fort Save 1d20 ⇒ 14
Con Dmg 1d3 ⇒ 2
Cha Bonus 1d4 ⇒ 2
Duration 1d8 ⇒ 3
Antal all but crawls to his bunk and prays to Besmara, "Hey! I am not feeling like your blessed child right now! How about a little help?!"
Tired of waiting going to jump ahead
Going to assume that there is some care taking going on, for sake of arguement I will put Sandara as the healer, with the kit.
Heal check 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Gives me +4
Riff's 6 of 10 Con. She is in no danger of dying from the Dexterity damage so I am foregoing traking it. Fortitude Save 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7 Damage 1d3 ⇒ 2.
Heal check 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Gives me another +4
Riff 4 of 10 Con. Fortitude Save 1d20 + 4 - 3 ⇒ (5) + 4 - 3 = 6 Damage 1d3 ⇒ 1
Sad very very sad...
Heal check 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Gives me another +4
Riff 3 of 10 Con. Fortitude Save 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17 Damage 1d3 ⇒ 2
Wow I made one...lets hope for two.
Heal check 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 Gives me another +4 (just made it)
Riff 3 of 10 Con. Fortitude Save 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 Damage 1d3 ⇒ 3
So unless I healed a point of Constitution for complete bed rest during the day she made her save Riff is dead. So lets roll that now just in case.
Heal check 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 Gives me another +4
Riff 1 of 10 Con. Fortitude Save 1d20 + 4 - 5 ⇒ (6) + 4 - 5 = 5 Damage 1d3 ⇒ 1
Just isn't ment to be by the look of it.
Edit - as I have no idea what will unfold during the game 4 or 5 days of game time I can say that Riff would not get out of bed for anything. IF they forced her she wouldn't have any choice, but let's say there is a combat. Then it is important to remember that she is slowly decreasing Hit Points. She starts this post at 6/8 and goes all the way down to 3 HP. As fun as it would be in table top to play this I have no interest in waiting 3-4 weeks to find out. It looks like its going to take that long just to get through 4-5 days of game time. If it were PnP it would be over the course of a few minutes.
So in short of divine intervention or one of these selfish pirate bastards pouring a cure disease potion down her throat about day three there isn't any hope that I see.
I suppose I will wait and when Tim gets back he can PM me details of how a new character can come on board. I don't rightly see how, but it could happen.
Doing a bit more research here...for some reason I was remembering her as only being 2nd level. I see that she is not.
This just in Sandara can cast Lesser Restoration. So I just get to roll till this is over and if she isn't around, well.
#So on the first day of her treating Riff she casts it
Once 1d4 ⇒ 1
Twice 1d4 ⇒ 1
Bring Riff to 8 of 10 Con. Adjusting (Fortitude Save 1d20 + 4 - 2 (5) + 4 - 2 = 7, by +1 , still fail still doing 2 Con damage.
6 of 10 Con.
#Next day - more lesser restorating.
Once 1d4 ⇒ 2
Twice 1d4 ⇒ 1
Bring Riff up to 9 or 10 Con, yay! Adjusting the above (Fortitude Save 1d20 + 4 - 3 (5) + 4 - 3 = 6) by +2. Still a fail. Doing 1 damage
8 of 10 Con
#Next day (cross your fingers)
Once 1d4 ⇒ 4
Bringing Riff to Full Con. This is the day she does good. No adjustments needed. I made it even through the negatives.
#Next day Sandara is knowing Riff is doing better she stays by the bedside and continues to cast Guidance. When it runs out she casts it again. It being an Orison she can cast it as much as she likes.
Adjusting this (Fortitude Save 1d20 + 4 - 4 (3) + 4 - 4 = 3) by +4, +1 (3+4+1=8). Still a fail. Still doing 3 Damage.
7 of 10 Con.
Casting Lesser Restoration
Once 1d4 ⇒ 2
Twice1d4 ⇒ 1
Let's not forget the Dexterity damage that has been building up. A total of 4d3 ⇒ (3, 2, 2, 2) = 9
From 12 of 16 down to 3 of 16 Dex.
#Day Number 5
Lesser Restoration on Dex Once 1d4 ⇒ 1
Guidance on Riff over and over and over...
Adjusting (Fortitude Save 1d20 + 4 - 5 (6) + 4 - 5 = 5) by +4, +1 (6+4+1 = 11) I made another...blink...blink...hoping for another.
Casting another lesser restoration on Dex, Twice 1d4 ⇒ 3
6 of 16 Dexterity
10 of 10 Constitution
#Sixth day of our trail, and remember the campaign is still going. I have no idea were the ship will be at 6 days from now.
Heal check 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 using the sixth portion of the bag, if there is still one left in six days.
Riffs Save 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Woot! finally free of the disease.
Casting Lesser Restoration, two times on Dex 2d4 ⇒ (4, 3) = 7
13 of 16 Dexterity.
and at this point I stop. Six days later in the voyage Riff proves that luck is often proven after long hard work.
DM, Let me know if any of this problematic to the campaign and I will adjust the scores accordingly.
Fortitude check w/ 1st Adaptable Luck 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Disease damage (Dex; Con) 1d3 ⇒ 31d3 ⇒ 1
Antal awakes sick as a mangy dog.
Dragging himself out of bed, he heads down to the galley to see what other great news is in store for him.
Ambrose sobriety check 1d100 ⇒ 84
Seeing Ambrose already at work and talking somewhat lucidly with that damn chicken brings a small smile to Antal's face.
"So, what crap are we reheating today, Ambrose?"
Cook's Mate task 1d6 ⇒ 1
Seeing Ambrose already halfway through the meal, Antal sees what kind of trouble he can find out on deck.
Daytime action will be to influence Jack Scrimshaw.
"Greetings, friend. I do not believe we have met, though I have seen you around. You work on deck, yes? I would like to proudly tell you I have been at least partly responsible for the grub on this voyage but I fear my talent does not lie within the galley. Antal Wavecrest is the name. If there is anything I can ever do for you, please do not hesitate to ask."
Diplomacy check w/ 2nd Adaptable Luck 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Riff none to excited is able to get out of bed this day (1 of her 6). Still sore from the cage. She is grumpy and out of shorts. But there is no rest for the wicked and Lucky Sea B*tch has very wiced plans.
Job-Swab 1d6 ⇒ 5 Runner - Acrobatics 1d20 + 7 - 3 ⇒ (2) + 7 - 3 = 6, Constitution Check 1d20 - 1 ⇒ (20) - 1 = 19. She is slow and dragging her feet.
Diplmacy to gather some infromation - 1d4 ⇒ 1 hours to gather, Diplomacy (asking Grok, Maheme, Sandara, and Conchobair only) who is the poison taster on board? 1d20 + 8 ⇒ (10) + 8 = 18
Ambrose gives a tired smile at Antal's remark.
We better do the meals well, lad. Else we get much closer to the whip than we might hope for. This ship is a hell of a place, be warned. It eats your soul. None of it is even close to the heroic tales the tell in the harbor-taverns and Besmara-temples. Life is a pitiful lot on the Wormwood if you are not on the top of the heap and the both of us certainly aren't.
Then he pets Bezebel's belly making the black chicken give comfortable sounds.
Jack seems not that eager to befriend Antal: [b]Sorry man. I know you mean to be friends and that is all good. But being friends with the likes of you doesn't seem to be a good idea on this ship as long as Plugg and Scourge make the rules here. Sorry.[b]
Jack stays indifferent towards Antal.
What is a poison taster? Some kind of blackmarketeer selling poison? Or the one testing food to save the superiors from poisoning?
1d6 ⇒ 3 Swab the Decks
Str check(working dililgently) 1d20 + 7 ⇒ (3) + 7 = 10
With the attention he and his new friends have been drawing lately, Valen figures that he should try to lay low for the time being and focus diligently on his job. Grabbing a mop and a block of sandstone, he goes to work scouring the decks. Soon, his muscles are aching from the efforts but he manages to keep up his strength, scrubbing away the deck's grime.
Chaulky is a pretty young woman, that's for sure. It surely depends only on personal taste, if one likes her better than Riff.
Chaulky always takes her meals with the officers as she has to try the captain's food (and "help" him get rid of the calories in the night).
Riff finds the young cabin girl singing with a bunch of crew-members. They give a pretty ramshackle version of a ambigious song about a young man that went to sea and "learned to love the company of men".
Alright, do you still want us to pick our tasks or do we just assume whatever we are working on is fine?
Ondir steps out onto deck and looks to the horizon, depressed to see the entire horizon filled with black clouds he tries to estimate the time until the storm will hit.
Survival to forecast the weather for the next day: 1d20 + 7 ⇒ (1) + 7 = 8
Not having a good reference point for the masses of black clouds he can only assume that it will hit soon and for more than the next day. He glances around and sees Crimson Cogward, remembering he follows the Lady of Graves, Ondir will make an attempt to befriend him before the storms hit.
Sense Motive to determine initial attitude: 1d20 + 4 ⇒ (17) + 4 = 21
Diplomacy to influence if indifferent or higher: 1d20 + 5 ⇒ (2) + 5 = 7
"Ho there friend, does the Lady of Graves have any teaching on dealing with storms?"
Sensing some hostility Ondir decides it's not the best time to try an influence Crimson. He spends the rest of the day carefully repairing the rigging before the storm really hits. For once bloody hour coming signals a bit of relief for Ondir, since the storm hasn't hit its peak.
Stealth to dump the rum: 1d20 + 5 ⇒ (17) + 5 = 22
Not wanting to be drunk if the storm hits this night he slowly drains the rum out of his rigged tankard. Ondir will head to get some sleep for the night, hoping to get a good nights rest.
Nighttime action while the crew is having dinner he will try and look through some of the crews lockers only if they are unlocked.
Perception to see if someone is watching when he sneaks away 1d20 + 7 ⇒ (2) + 7 = 9.
Stealth to get away 1d20 + 6 ⇒ (16) + 6 = 22
Perception to rummage around 1d20 + 7 ⇒ (7) + 7 = 14
Stealth back into the dinner area 1d20 + 6 ⇒ (16) + 6 = 22
Fort to drink the rum. 1d20 + 2 ⇒ (9) + 2 = 11