Kree-qui Kaa |
Kree pouts and relents, giving Ire a modicum of care, feeling the wound out and making sure there is no poison. She then sniffs and peers at the wooden locker.
Heal: 1d20 + 5 ⇒ (11) + 5 = 16 [Just to make Ire feel loved]
Perception: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 [second sight]
Ireariina Torviir |
"Is there anything to have made this worthwhile," I protest grumpily. It seems like I'll have to get Kroop to use his butcher's skills upon my flesh. At least I can count on him to have something strong to take the edge off...
GM Xen'Dragon |
Calloran successfully opens up the locker... You find your equipment and some other odds and ends...
You find, a masterwork fiddle, a starknife, 3 flasks of acid,
6 flasks of alchemist’s fire, four sets of thieves tools, and a battered iron box containing six candles.
Kree-qui Kaa |
Kree stifles a squeal as she locates her gear and beloved setaq - an ominous double glaive-like weapon with fin-like blades at each end.
Kree becomes instantly wary.
"Where can we hide this all?"
Kree-qui Kaa |
Kree will maintain her friendship with Badger, but will not let on that their mission to the q-store was successful. Beyond that she keeps her head down and attempts to work hard... and occasionally sneak around to check locations of any and everything...
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Stealth: 1d20 + 1 ⇒ (1) + 1 = 2
Wow. Natural 20 and a Natural 1. So whatever it was that someone didn't want her to see, she probably saw, but they definitely saw her see it. See?
GM Xen'Dragon |
Brave shifter...
You make it to the captain's quarters or more accurately the door and small chamber before it and you see a small, pubescent (think 14 years old) girl holding a tray of delectables... Upon seeing you she gazes at you with wide eyes and she seems prepared to bolt for "help"...
Kree it is now time to be inventive...
Barnacle |
Barnacle snags his gear, and then gets a scrap of sail to wrap it in and proceeds to bury his gear in the slops and feces in the pig sty. ( figured since he was on the crew repairing ropes n such he would know where spare canvas was for the sail, if not he frowns, but still hides his gear with the pig feces.)
Not having much in he way of social skills, he keeps his head down and works hard for the next few days.
Kree-qui Kaa |
Kree puts her hands up...and smiling, motions the girl over.
"Here girl. They want me to take that in..."
Bluff: 1d20 - 2 + 1 ⇒ (13) - 2 + 1 = 12
You know what. I'm sick to death of Intimidate not being able to be buffed by low Charisma, regardless of whether Charisma is not physical but rather force of personality. Kree has a Wisdom of 20. She may not be the brightest person, but she understands things. Like how to use whatever her Charisma is to its utmost. Oh well...
GM Xen'Dragon |
Kree I would note that I am willing to reskin the traits Bruising Intellect and Student of Philosophy to use wisdom instead of intelligence or charisma, it's honestly not that much of a change. You would need to take the additional traits feat at level 3 and choose one over the other (they are both social). Also a note to all players, across your travels you may have encountered feats that allow you to gain 1 skill rank per HD, these feats are allowed.
The cabin girl looks at you carefully and eyes you and then figures you can't be lying... No one would want to visit captain Harrigan willingly...
sense motive1d20 ⇒ 6
GM Xen'Dragon |
The cabin girl disappears like lightning...if lightning were silent.
You hear both Pluggs and Scourge badmouthing you and the other conscripts, then you hear Harrigan say "where's lunch, bloody cabin girl should be here right now..."
You then hear footfalls approaching the door...
Kree-qui Kaa |
Regardless of her success, she places the tray delicately down on a table and turns to the men.
"Looks like your security is as shite as everything else around here. When might we see any action, let alone plunder? Why don't you give us a chance to prove ourselves? You've whipped us, thrown us against your crappe owl bear. And we cleared out your vermin. What in Ilzmagorti do YOU do?"
GM Xen'Dragon |
There is a time for bravery...but this is not that time...
The door opens sending the tray scattering and you realize just before the lights dim that this was not a good idea... You wake up in the ship's "sweatbox", all you remember is the thunderous strike of a fist smashing into your skull...
By the time you have woken up it is dark and all you can see and hear is the darkness and the waves...
attack1d20 + 16 ⇒ (19) + 16 = 35, damage1d3 + 5 + 6 ⇒ (3) + 5 + 6 = 14
The GM is merciful but understand that directly engaging the captain isn't good for thy health... You are at one hitpoint.
Barnacle |
After dark....
Sitting next to the 'sweatbox' Barnacle tries to communicate with his injured comrade...
" Friend Kree are you ok?
I hope you wake up soon. This action just proves to me that the captain is unworthy of this vessel. We need more allies, though. It seems he might be a bit too powerful for us to take on alone.
Can you hear me ?
I thought we might try to break you out of there, but ...
I reconsidered.
We might keep our heads down and 'recruit' more of the crew to our cause..."
Kree-qui Kaa |
Kree-qui Kaa |
Kree hears the warforged, but can do little more than grunt in further pain. Eventually she manages to speak a little.
"Thank you Bar....Keep low, and leave me as you.... say. I... will....heal, or.... die....trying."
GM Xen'Dragon |
I know...the Captain really doesn't tolerate backtalk or defiance... Remember when you first arrived on ship?
Drahzar locates Rosie who promptly proceeds to serenade him with naughty songs and tavern tunes...
You have made another ally, Rosie is now helpful.
GM Xen'Dragon |
Drahzar is led to a strange woman, her skin brown and her feet bare. From what Rosie tells you she's a fisherwoman from one of the villages near Stormreach...
You quickly strike up a conversation with her...
Drahzar you've made Samms Toppin friendly but you should rollplay it.
Kree-qui Kaa |
Sure. I'm just lying here bleeding away…
We now have 8 NPCs on the "People on the Ship" list who are now friendly, helpful or indifferent (9 if you count Sandara who is not on the list) compared to 7 unfriendly or hostile.
GMX - how many other sailors/pirates are there on the ship - Captain, Cook, Quartermaster, First Mate - a bunch of others also not on the list I'm guessing?
I know it's not mutiny time, but just trying to sense the balance of power - we have more than half the people on the list we can see as nominal allies -…9 plus the five of us (Kree, Call, Barnacle, Ire and Drahz)