Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


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Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Duo wonders were Lanliss may have gone to. So he asks about to find out and then ask the last person who was with him.
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28


Shade Psion 18

Day 6

Evening

Aoro:
We'll say it's DC 15, then.

Conchobhar's Intelligence Check: 1d20 + 1 ⇒ (16) + 1 = 17 vs DC 15 Pass

Conchobhar manages to solve the puzzle box after several minutes work. "See? What did I tell you? No puzzle is a match for Conchobhar Shortstone!" he proudly proclaims.

Day 7

Daytime

One of the crew speaks up. It's Ratline. "I seen 'im talkin' ta' Peppery last, helpin' 'er carry some books. Not sure after that." He shrugs and heads up onto deck.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Day 7 Morning:

Sunny bounces around, hugging friends and asking about Lanliss, since he missed a huggin'...

Assuming she over hears 'Ratlines' comment she goes skipping towards Pepper's door.

*Knock. knock*

"Hey-YA there!" (^_^)


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Anyone know where Lanliss is? I don't suppose he beat us to the deck...

Herbert pulls his shirt over his head. He dreads the clock's call and its harsh reminder that this business with Lanliss may have to wait.


Shade Psion 18

Day 7

Daytime

Sunny, you make it up into the Officer's Quarters before seeing what you're seeking. Quarne, the Ship's Surgeon, is sitting on the edge of a hammock with a pipe in his mouth, right next to a supine and unconscious Lanliss.

"Hey, girlie. Take yer friend out onta deck and get that priestess ta' heal him. 'e was caught tryin' ta' break inta Peppery's Lab last night. They're gonna be throwin' him in the box fer th' day, although if Peppery had her way, they'd be slitting his throat and throwin' him overboard. I'd stay outta her way." He stands up and heads out onto the deck, shaking his head.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny ambles to a halt and listens to Quarne. She frowns a little when she hears the antics Lanliss is accused of, but shrugs and then does her best at getting Lanliss to where the ship's Doctor said to take him.

Str Check:1d20 + 1 ⇒ (20) + 1 = 21

Deftly flipping his supine form over her shoulders in a 'Sack o' spuds' carry ( Or 'Fire man's carry' as some with more modern parlance might describe it) She easily manages to get him down back to the assembling group as every one readies for muster.

"Psst! Sandara? D'ye think ye can help me with Lanliss here?" She asks,

"Seems he done got his-self in'a pickle." She looks about at her companions. "Seems he may have approached th' ship's Mage in completely th' wrong way..." She rolls her eyes in exasperation at the unconscious male Elf's antics.

(^_~)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

While on deck Aoro spots the knocked out elf, figures. Not that he was going to let a bit of fun pass him by, he takes out his kit.

"Now then lets add a little insult to injury shall we. Don't worry it wont last."

He uses some ink to draw figures on his face, giving him a monocle, a black eye, and beard. It was not a true tattoo so it would come off after a little time.

Could not help myself xD


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny watches, intrigued by Aoro's antics...though she clearly doesn't understand the type of humor the fellow is displaying on Lanliss.

She waits, semi-patiently, as Sandara administers her healing arts upon the poor unconscious Elf.

"I mean, if it were me doin' th' japin' in'a fellow..." She confides to Sandara in a faux whisper, "He'd be wakin' up tied up in his own hammock or som'at." Sunny offers her idea of a prank.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert smiles at the monocled pile of Elf. The humor is tinged with the acrid feeling of past guilt. More than one knodder had found themselves in elegant dresses when they came to. Herbert's shop stopped selling anything remotely posh as soon as the seedier element moved in. The inventoried dresses made for some laughs though. Imagine a strung out Shoanti waking up in a pink gown, complete with rice stuffed ta-tas. Hilarious! Of course there where the times they didn't wake up...

That'll be funny if Lanliss is able to laugh tomorrow. Otherwise, it might be called "poor taste". Herbert directs the comment to Aoro, his tone is one of understanding, not accusation.


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone snores one last time before rolling over and nearly falling out of his hammock.

Alestone groggily puzzles aloud:

"Oy, what's 'is 'bout lan'iss, 'taters and pe'ers? Ge' 'im to a me'ic 'fore 'is elfen constitution gives out."


Shade Psion 18

Day 7

Daytime

Rain pours down from above, much like the day before, but this time, there is a strong wind to it. You all hear one of the pirates remark, "Storm's comin'. This might be bad."

Knowledge(geography) or Profession(sailor) DC 15:
You notice a particularly massive island off the starboard side, in addition to the smaller ones you're passing. You're fairly sure that you're heading south out of the Shackles and into the Fever Sea.

Knowledge(geography) or Profession(sailor) DC 20:
The island off the Starboard is known as Motaku Island.

Sunny sits down Lanliss and Sandara runs over to the elf, checking him over.

Take 10 Heal Check: 10 + 6 = 16

She pales for a moment and then begins casting.

Cure Light Wounds: 1d8 + 3 ⇒ (4) + 3 = 7

"Welcome back to the waking world," she says as Lanliss' eyes flutter open. She smiles a moment, before scowling, "What in Asmodeus' unholy knickers did you do?" She casts another quick healing spell, jabbing the transferring finger into a burn mark, drawing a small twinge of pain before the healing soothes the hurt.

Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8

Master Scourge walks up, "He was found unconscious after havin' tripped the trap on the door into Peppery's lab." He grins, light flashing off the gold of his teeth and glares down at Lanliss. "It's gonna be the box for you. Be glad you didn't have anythin' stolen on you, else you'd be joinin' ol' Jakes, elf."

Sandara stands up and steps back, a stern look on her face. The ship's bell sounds again, signaling the start of the day. Scourge speaks to Jape and Maheem, and the two pirates "escort" Lanliss to the sweatbox, Scourge in tow. They throw him inside and shut it, while Scourge locks a massive lock on the outside of the metal box.

Master Scourge comes back to the group, and jobs are handed out for the day. At the end, he glares at your group, "And I don't wanna see none of you near that thing, got it?" He points over to the sweatbox, water pouring down it's sides, through a couple of slits in the sides and out small vents at the bottom.

DM's Secret Rolls:

Sunny: 1d6 ⇒ 3
Alestone: 1d6 ⇒ 3
Herbert: 1d6 ⇒ 1
Duo: 1d6 ⇒ 6
Fishguts' Sobriety: 1d100 ⇒ 50
Aoro: 1d6 ⇒ 2

Sunny is assigned the Upper Rigging Work job along with Maheem. Sunny, you are also suffering a -2 penalty on all job rolls due to the wind and rain. Alestone is assigned the Swab the Decks job along with Tilly. Herbert is told to Man the Bilges with Rosie (and a ton of foul mouthed complaining). Duo is expected to work Repairs on various pieces of important equipment next to Sandara and Jack. Aoro gets below decks to find nothing started and Kroop passed out drunk. He'll be Cooking solo for the crew today.

Lanliss, I need 8 Fortitude saves from you for spending the day in the sweatbox. I will warn you that this could possibly kill you, but I doubt it. Still, there's no accounting for bad luck.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
DM Bound Shade wrote:

Day 7

Daytime

Duo is expected to work Repairs on various pieces of important equipment next to Sandara and Jack.

dayjob: 1d20 ⇒ 16

Duo spends his day working on repairs and "talking" to those around him. Getting to know the crew. If there is someone I can influence near by let me know please. As I will do that.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Day 7

Day Action: Work Dillingently
1d20 + 5 ⇒ (14) + 5 = 19

Weather
1d20 + 1 ⇒ (3) + 1 = 4

Aoro finds fishguts out, he puts a blanket over him and gets to work. Not taking any chances today he focuses on his task.


Shade Psion 18

Day 7

Duo:
Other than those working with you, any of the other swabs on the crew can be interacted with easily. It's assumed that your character somehow manages to maneuver to speak with them during the day.

Aoro:
You manage to produce a large pot of fish stew for the crew and plates of sauteed fish and vegetables for the officers, which Caulky Tarroon takes without much of a word, heading up the stairway just outside the Galley and into the Captain's Cabin.

You have no clue as to what the weather will be like. Possibly rainy, but it might just be sunny in a couple of hours... or she'll walk through the door. Same thing, right?


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Day 7

Sunny seems just as happy to work in the rain as much as in the sunshine.

Acrobatics:1d20 + 7 ⇒ (13) + 7 = 20(+4 for being safe and cautious.-2 For more than usual slippery conditions.)

Profession Sailor:1d20 + 3 ⇒ (8) + 3 = 11(+4 for being safe and cautious.-2 For more than usual slippery conditions.)

And, with a roll like that Snny will be pard pressed to have managed to do any work. (-_-)

Also, depending upon just how raining it is as opposed to glaring sun light, Sunny will try and 'adjust' the rigging so that more sail shade covers 'The Box' in which Lanliss stews. Of course, if it's blowing a gale Lanliss has more to worry about with drowning than frying. :P


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 7 sweatbox[ /ooc]
[ooc] fort saves

1
1d20 + 2 ⇒ (11) + 2 = 13
2
1d20 + 2 ⇒ (15) + 2 = 17
3
1d20 + 2 ⇒ (14) + 2 = 16
4
1d20 + 2 ⇒ (18) + 2 = 20
5
1d20 + 2 ⇒ (13) + 2 = 15
6
1d20 + 2 ⇒ (17) + 2 = 19
7
1d20 + 2 ⇒ (15) + 2 = 17
8
1d20 + 2 ⇒ (4) + 2 = 6
------------------------------
I have learned my lesson this ship is my master
I say before heading into the box
you've put me in my place I have got no place to go from here but up. I shall do ask ye ask from now on.
after my time up I take my shirt off and stand at the mast waiting my lashings for the day and take them like an elf!

doesn't look too bad I hope I survive this


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Stealth
1d20 + 2 ⇒ (10) + 2 = 12

At the back end of Lanliss' punishment Aoro manages to secretly cast a spell to make the sweatbox less hellish.

Edit-Woah take about close shave.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Day 7
Daytime: Work Diligently

Bilges:
Strength: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Constitution:1d20 + 4 ⇒ (19) + 4 = 23

Rosie, this is the longest week of my effing life. Furthermore, every time I come down to these stinking bilges something goes wrong. I'd like to drown everyone of the rats responsible for my capture in this rank water.

Nightime:
Rum Disposal: Stealth1d20 + 7 ⇒ (2) + 7 = 9

Influence Badger: Diplomacy1d20 + 5 ⇒ (2) + 5 = 7

Badger, must we be enemies? I don't wish to keep a constant watch over my shoulder. It gnaws at a person to live like that.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Duo wanting to know about the medical layout of the ship for later makes his way over there and talks to the surgeon as he fixes stuff like the medical bottles and the shelf that holds them.diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Day 7
Work Diligently + Tilly Assist on Strength Check
Strength Check [d20+4+2]
Constitution Check [d20+3+4]

Alestone will try and get Tilly to to do as much of the heavy lifting as possible while Alestone will gladly take the jobs requiring more endurance.

Additionally Alestone will chat with Tilly while they work:

"I 'ope Elfy boy is 'kay in there. I hear them elfies can sometimes turn in'a faeries if ya cook 'em too long. By the way, how many Andorans does it take ta wash a carriage? ... I dunno, they're still suab'lin over who's in charge."


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Fixed Dice:
Strength Check 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Constitution Check 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12


Shade Psion 18

Day 7

Daytime

Despite the inclement weather, everyone on the ship seems to perform their tasks passably, if not admirably, although you all wonder if it isn't the worry evident in some of the officers' movements that have made them more lax.

At one point during the day, Peppery comes up onto the deck and storms over to the sweatbox. "Trading secrets, eh? You were trying to steal from me! If it were up to me, you would be feeding the fishes right now. I hope you rot, you worthless pile of simpering slime!" She storms back off from the sweatbox, dripping wet from the rain.

Peppery is now Hostile. Lanliss, you take 1d4 ⇒ 4 non-lethal damage and are Fatigued from the heat, although it wasn't nearly as bad as it could've been. Thank the weather.

Herbert:
"You an' me, both. Wrap me bloody arm around their worthless, lanky little necks and hold 'em under the f+@@in' water till the bubbles stop." She continues with similar descriptions, lacing curses into them liberally.

Alestone:
Tilly laughs at the joke, and grins, "Ain't much better than the Chels. They gotta argue amongst themselves about who'll have the priv'ledge."

When the evening bell sounds, Lanliss is released from the sweatbox, a couple of inches of water pouring out of it as the door is opened. "Learned your lesson yet, elf?" Scourge grins, "Else we put you back in the box. Now get out of here!"

Evening

Evening supper is held in the lower hold and the mood there is somber. You can tell that everyone is on edge with the weather.

Herbert:
You attempt to dump the rum into the trap door down into the bilge, but notice that Aretta has seen you do it, and a smile slowly creeps across her face.

You approach Badger and she half turns to listen to you before turning away again. "Piss off, bloke. I ain't interested in yer ramblin'. I ain't losin' any sleep at night over bein' your friend."

Go ahead and post more evening and/or night actions.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Evening

Sip
1d20 + 1 ⇒ (4) + 1 = 5
Influence vs Cog
1d20 + 14 ⇒ (7) + 14 = 21

Aoro sips his rum, he finds Fishguts and then Cog. Playing his cards on what he had learned.

"I thought you would join us for a drink and some stories. I am from Ilizmagorti, got lots of tales of the Red Mantis. If you got the stones for the bloody stuff then you may like what ya hear. You ever heard of the Black Mantis..."

For once being born and raised in a town where anyone could be a deadly assassin paid off. No shortage of information on supposed jobs and incidents concerning them.

I leave the bonus for Fishguts, using an interest, and any aid others to the DM. Anyone who is free mind giving me an aid other. xP


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Evening 7

Sunny takes her Rum and mixes it down into Grog, which she then liberally shares with the rest of the crew.

Sunny other actions:
She will slip away and try knocking on Pepper's door, maybe just to say high and see about helping out with her attitude towards every one. Her accent when trying to get across the difference between Elves and others will be...interesting. :P


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 7 Night
Rum action: Dispose
1d20 + 1 ⇒ (11) + 1 = 12
--------------------------------

After the long hard day in the sweatbox, I am going to place myself in a nice hammacok. and go to sleep.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

I promise t'come back an' snuggle ye in after th' rilly bad day ye were havin'. (^_^) Assumin' I dun't end up doin' somat wi' th' crew folk I be tryin' t'chat to....(>_>)


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

yaaaaaaaaaah


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Night 7
Drink Deeply Fort 1d20 + 6 ⇒ (18) + 6 = 24
Cha Bonus 1d4 ⇒ 3
Diplomacy to Aid 1d20 ⇒ 9

Alestone will sit with Aoro & Cog and tell tales of Torag's vicious conquests of the trolls.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Day 7 Night
Duo spends some time chatting with the crew trying to get a feel for whats going on around him. Asking questions like whats everyone afraid of? Stuff that a normal non sea fairing person would ask. Then with his answers Duo moves to head below deck and attempts to stealth-fully spill his rum as he goes.
diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12stealth: 1d20 + 2 ⇒ (17) + 2 = 19


Shade Psion 18

Day 7

Evening

Aoro & Alestone:
You both get a +2 bonus from telling bloody tales to Cog. That means that Alestone's Aid Another is successful, giving Aoro a further +2 bonus. Finally, Fishguts will join in on the tale telling, giving a final +2 bonus. Total bonus = +6. Total Score = 27.

After the tales end, none of which Cog objected to, he snorts before getting up and heading to his hammock. "Maybe you all ain't that bad. At least you spin a decent tale." He hops into his hammock, reclining, and closes his eyes.

Cog is now Unfriendly.

Sunny:
A moment after knocking, the door flies open, revealing a small room just under one of the staircases up to the forecastle, with a small table and scattered papers. Peppery stands in the doorway, loose robes hanging from her small frame, giving her a much larger, and softer, appearance. "What?! What could it possibly be that you want?! Are you here to distract me so your friend could steal from me, or perhaps you just want to pretend to be helpful?!" She seems furious.

Duo:
Most that you ask simply shrug, but a few of your friends respond that the storm above has been getting worse and worse, and it's quite likely you'll soon be caught in a massive storm. Afterwards, you manage to easily spill your rum without anyone noticing.

Day 8

Daytime

You all are awoken by shouting. "Get up, you miserable curs! The storm's come on us in full! Get up, or you'll be swimmin' with the sharks!" You all hear Scourge shout. A wavering lantern is all that you can see by, and the sound of Scourge's whip cracking against the wood is almost drowned out by the sound of the wind, rain, and sea. The deck pitches back and forth under your feet and even Scourge stumbles a bit.

He rounds the crew up and pushes you all up onto deck, into the raging storm. Massive waves crest about the ship, which is desperately turning into them to avoid being taken by the side. Captain Harrigan is at the wheel, spinning it to and fro. "Mister Plugg, get them in the riggin', NOW!" Mister Plugg looks at the lot of you and begins to assign jobs, even to Aoro.

DM's Secret Rolls:

Sunny: 1d6 ⇒ 1
Aoro: 1d6 ⇒ 1
Alestone: 1d6 ⇒ 4
Duo: 1d6 ⇒ 3
Lanliss: 1d6 ⇒ 2
Herbert: 1d6 ⇒ 6

Sunny and Aoro are assigned the Rigging Repair job. Lanliss is assigned the Line Work job. Duo is given tasks in the Upper Rigging to do. Alestone is told that he'll be doing Rope Work. Finally, Herbert is told to work on handling the Mainsail. All of these checks are at a -2 penalty on the roll due to inclement conditions.

As night approaches, the storm continues, but you can hear the haunting bells of the ship's clock clearly through the cacophony of noise around you. Ship's biscuit is handed out to the crew, but afterwards, you are all ordered back into the rigging.

DM's Secret Rolls:

Sunny: 1d6 ⇒ 4
Aoro: 1d6 ⇒ 4
Alestone: 1d6 ⇒ 2
Duo: 1d6 ⇒ 2
Lanliss: 1d6 ⇒ 4
Herbert: 1d6 ⇒ 2

Alestone, Duo, and Herbert are all assigned the Line Work job. Aoro, Lanliss, and Sunny are assigned to dealing with the Rope Work. All of these checks are at a -2 penalty on the roll due to inclement conditions.

Late in the night, there is a call, "Man overboard! All to port!" The gruff voice is that of the Captain.

You can give me Perception checks if you move to the port side.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Day 8

Climb DC 10
1d20 - 2 ⇒ (12) - 2 = 10
Dex DC 10
1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3

Focusing on the work at hand Aoro tries his best dispite the conditions.

Evening

The night brings no break in the storm but he keeps working his best. Upon hearing someone going over he looks to see who.

Dex DC 10
1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
Perception
1d20 + 5 ⇒ (4) + 5 = 9

I remind you that Aoro has darkvision. Any help from crewmembers or from work dillingently I leave to the DM sense I dont know if they apply.


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9


Profession Sailor - Weather 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Sneak (A6 - Middle Hold) Perception 1d20 + 8 ⇒ (2) + 8 = 10 (+2 for underwater treasure)
Port Perception 1d20 + 8 ⇒ (11) + 8 = 19 (+2 for underwater treasure)

Alestone is glad to be doing a real sailor's work. That said, he still finds it easy despite the storm and takes advantage of a lull to quickly check out the middle hold.

When the overboard cry is heard Alestone rushes to side, take a strong grip on the rail and then peers over as far as possible in an attempt to see the missing man.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Day 8

Daytime
Duo wakes to his bunk being flipped over. Slightly pissed he can see why the ship has been hit by the storm. Duo is given tasks in the Upper Rigging so he crosses his fingers quickly and makes for the rigging. climb: 1d20 - 3 ⇒ (9) - 3 = 6 Dex check: 1d20 + 1 ⇒ (11) + 1 = 12

As night approaches, the storm continues, Duo wonders how much time has past a quick meal is all Duo got before he headed back into the rigging as ordered. dex: 1d20 + 1 ⇒ (1) + 1 = 2con check: 1d20 ⇒ 15

As late night arrives Duo wandering on port side with a the ropes glances around and notices a few men looking over the side. perception: 1d20 ⇒ 11

edit: WOW... Duo for the most part does nothing helpful


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 8: DAY Storm
Rope work
1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 +4 if possible for Work Dilligently total 16
CON check
1d20 + 0 ⇒ (12) + 0 = 12

During the day I try to stay out of Plugg and Scourge's way and just keep my head down and do my job.
Talking only to those who talk to me first at this point

Day 8: NIGHT Storm
Rope work
1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 +4 if possible for Work Dilligently total 9
CON check
1d20 + 0 ⇒ (10) + 0 = 10
Want to use someone to help out with Rope work if could
perception check on the port side
1d20 + 7 ⇒ (3) + 7 = 10

when I hear man overboard I grab the nearest rope and throw it towards the person and yell GRAB The Rope! Grab the Rope!

to hit
1d20 + 4 ⇒ (6) + 4 = 10

if I miss I am going to mix my extract for touch of the sea and quaff it down then jump into the sea to get the person overboard

Touch of the Sea wrote:
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.

1d20 + 8 + 3 ⇒ (20) + 8 + 3 = 31

swimming back to the ship with the person in my arms. taking them back to the ship


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Day 8

Daytime: Work diligently

Main Sail:

Strength:1d20 + 2 - 2 + 4 ⇒ (19) + 2 - 2 + 4 = 23
Constitution:1d20 - 2 + 4 ⇒ (3) - 2 + 4 = 5

The storm unnerves Herbert. He hurries about his duty, stealing glances and starting at the thunder and lightning. One comforting thought occurs,
If I get a chance to help an "accident", I better take it.

The hardtack biscuit squeezes down Herbert's throat. He appreciates the humor, a dry biscuit in the middle of a downpour, but can't spare the energy to laugh. His bones pop as he heads back to work.

Night: Diligently working

Line Work:
Dexterity:1d20 + 3 - 2 + 4 - 2 ⇒ (19) + 3 - 2 + 4 - 2 = 22
Constitution:1d20 - 2 + 4 - 2 ⇒ (2) - 2 + 4 - 2 = 2

Exhausted?

Herbert hears the overboard call through a fog of fatigue and the snap of sails and rigging. His ears and heart drum at a pace only outraced by the pellets striking the deck. He attempts to stumble where instructed and realizes that he'll likely join the disembarked if he wanders any farther. His hand finds a support and he doubles over.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Evening Day 7:
Sunny stands before Pepper's door, still smiling and with two large mugs, one in each hand.

"Here, I thunk ye'd like a drop o' sweetness after a day spent doin' t'is whut-ever t'is ye be doin'." Sunny declares, herself standing nekkid in the candle light shining from Pepper's doorway. She tilts her head,

"Now, why would I be pretendin' t'be anything a-tall?" Sunny asks, honestly puzzled by Pepper's turn of phrase. "Would ye be havin' th' time t'explain things maybe a tad more clear t'me-self?"

Diplomacy:1d20 + 2 ⇒ (4) + 2 = 6 Plus any bonuses fer bein' nekkid an bearin' gifts. (^_^)

I have got to put points into this skill. :P

"Day 8"

Waking to the cracking of the whip and the wash and howl of the storm Sunny scrambles from where ever it is she's been sleeping (^_~) and hurries to muster with the rest of the crew. Again, she does not seem phased nor really troubled by the weather. The rain simply streaming off her brown frame.

At the instructions to start helping with fixing the rigging which is Sunny does no more than bounce again to attention and scamper up the lines.

Day Duties:

Acrobatics:1d20 + 8 - 2 + 4 - 2 ⇒ (7) + 8 - 2 + 4 - 2 = 15 (While there's a penalty for the storm, does being careful still count?)

Profession Sailor check:1d20 + 3 - 2 + 4 - 2 ⇒ (7) + 3 - 2 + 4 - 2 = 10 (While there's a penalty for the storm, does being careful still count?)

Con Check:1d20 + 0 - 2 ⇒ (14) + 0 - 2 = 12

Come the evening even Sunny is beginning to wilt under the fury of the storm's lashing of the ship. This time with no break for Rum, nor fun with the crew...

Evening Duties:

Acrobatics:1d20 + 8 - 2 + 4 ⇒ (11) + 8 - 2 + 4 = 21 (While there's a penalty for the storm and the extra for fatigue, does being careful still count?)

Profession Sailor check:1d20 + 3 - 2 + 4 ⇒ (4) + 3 - 2 + 4 = 9 (While there's a penalty for the storm and the extra for fatigue, does being careful still count?)

At the cry of 'Man over board',

Perception:1d20 + 5 ⇒ (19) + 5 = 24

Sunny looks out to where the figure frantically waves and gestures for help. Using the rigging along the 'spars' (Horizontal poles holding up the sails) She makes her way out to the very edge before leaping out into space and into the sea.

Acrobatics:1d20 - 4 + 8 ⇒ (4) - 4 + 8 = 8 (-2Fatigue, -2Storm)

And after a moments disorientation from the ferocious surging of the waves, deftly strikes out to gather the fallen back to the ship.

Swim Check:1d20 + 10 ⇒ (8) + 10 = 18

Of course, Sunny's trait should allow her to 'take ten' even while swimming in these conditions. But I don't think the person over the side wants her to take her time. (^_~)


Shade Psion 18

Day 7

Evening

Sunny:
"What in the...?" Peppery's eyes go wide when she sees Sunny's skyclad form. "Have you no decen... Of course not, you're a pirate! Get out of here! I wish only to be left in peace!" She slams the door shut, leaving Sunny alone in the officer's quarters.

"Nice try, honey, but I don't thin' Peppery's int'rested." She can hear from the other side of the room. "Quite the eyeful, even in candlelight, aren'tcha honey? Come ov'r here, and ol' Kipper'll take care o' ya' real nice."

Sunny can practically feel the leer from behind her.

Day 8

Note: Work Diligently only applies to one roll per job task if the job task requires multiple rolls. For example, if you have the Line Work job and you Work Diligently, the the +4 bonus can be applied to either your Profession(sailor) check or the Con check.

Daytime

The work in the rigging is terrible and by day's end, most of you are getting tired. Aoro is called out by Mister Plugg after a line he worked on snaps. Even in the rain, he can almost picture the each look on Scourge's face as Plugg announces the penalty of 3 lashes for a failed repair job. Duo nearly falls to the deck below, or worse yet, the sea, but is saved by Barefoot and Ratline, who catch him, before he makes any significant distance downwards. Herbert is feeling the effects of the grueling and tiresome work.

Herbert is Fatigued.

Alestone:
You find little in the middle hold that appears to be useful. There are a number of pigs here, 13 to be exact, that are scared and riled by the storm, but are still contained by their cages. Two light ballistas and a disassembled ligth catapult lie near the mainmast, as well as 12 20 gallon barrels of oil. There seems to be much more room here, but little cargo is currently being stored here. The doors to the staircases leading up are here, as is the doors to the galley and Grok's & Kroop's room.

Nighttime

The needs placed on the crew by the storm quickly pile up, and fatigue is becoming evident on many. There'll be a busy bloody hour the next day. In particular, Aoro, Duo, Lanliss, and Sunny are all given the penalty of three lashes tomorrow for failure to perform their duties sufficiently. Herbert is able to keep up with his job, but the exertion has pushed him to the breaking point.

Herbert is Exhausted.

The call goes out and Alestone, Duo, Lanliss, and Sunny are all able to catch sight of a figure in the water.

Alestone & Sunny:
You recognize the pirate in the water as Barefoot. You're not sure how, but she must've been swept from the ship while on deck, or struck by something moving in the rigging.

Lanliss manages to throw the rope to the figure, who grabs ahold of it and starts kicking.

Swim Check with Strength bonus for rope: 1d20 + 7 + 0 ⇒ (13) + 7 + 0 = 20

The figure manages to make some headway, but is not quite yet to the side of the boat.

Up to 3 people can add their Strength mods to the check. Lanliss has a Strength of 11, so he adds nothing. Also, I assumed that Lanliss did not drink his extract and jump in due to getting the rope to the pirate successfully.

Sunny slips slightly as she tries to jump and barely clears the edge of the boat. She lands in the water a bit too heavily and beings to swim towards the pirate, but the storm-tossed waters are too much and she's pulled further out from the boat.

Sunny's distance from the boat: 1d3 ⇒ 1 * 10 = 10 feet.

You might want to take 10 on swim checks. It's a DC 20 in this weather.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

you assume correctly there DM

Help me with the Rope! Help me pull them in, Sunny!!! Wait! No. WOMAN OVERBOARD! I yell as Sunny jumps in to the sea.
perception check to see who is around to help I will take any NPC to help me pull them in

1d20 + 7 ⇒ (12) + 7 = 19


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Evening Day 7:
Sunny turns, being careful of her grog, grins at whom ever is speaking before she skips off back to the 'crew' quarters. (^_^)

After passing off her two mugs to any others who might want them, she deftly,

Acrobatics check:1d20 + 7 ⇒ (15) + 7 = 22

Slipping into Lanliss' hammock for the night.

*Snuggle, snuggle, snuggle*

(^_^)

Day 8 (Storm)

Sunny deftly uses the power of the waves to keep close to the ship and try and help those others who might also be in the water.

Acrobatics:1d20 + 7 ⇒ (17) + 7 = 24 (To 'ride'/'surf' the waves crests)

Swim Check: 'Take Ten = 20' (Not sure if I can 'take Ten' while also adding another skill check?)

The 'Surfing' thing might add maybe another +2 to the total, meaning I keep close to the ship and maybe be in a position to help t'others. (^_^)

Later, I'll be thinking closely on who else were in the rigging with me an' barefoot. (¬_¬)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro is useless for this. Good luck guys ;)


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Ye can all-a-ways grab a rope an' be pullin'? (^_~)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

No str mod, dont need to take up the space sense only three can pull.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Ah...um...maybe as a 'counter weight', then? How's about moral booster? Shout encouragement...though we are in'a middle of a storm.....*Ponders*(^_^)


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone shouts

"Oy, Sunny's swimmin' like a fish, pull up Barefoot first, but keep it slow 'n s'eady, no yankin'"

Alestone will step away from the rope to make room for somebody stronger but using his knowledge of sailing to help as best he can. Thinking quickly he also shouts

"... we need a secon' rope"


Shade Psion 18

Day 8

Nighttime

Rosie and Tilly join Lanliss on the rope, adding their strength to try and pull Barefoot aboard.

Barefoot's Swim Check: 1d20 + 7 + 3 + 1 ⇒ (8) + 7 + 3 + 1 = 19 vs DC 20 Fail

Even with the additional people pulling, Barefoot is unable to make any progress and is pulled further out to sea.

Barefoot's Distance from the boat: 1d3 ⇒ 3 * 10 = 30 feet
Sunny's Distance from the boat: 10 feet

Sunny, do you wish to try and help Barefoot? If you do, you can help with Swim checks, but you'll be carried along with her as she goes past.

You all hear a shout from the poop deck, "Mister Plugg! Take the wheel! Keep 'er from turnin' broadside or it's yer hide!"


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
DM Bound Shade wrote:

Day 8

Nighttime

Sunny, do you wish to try and help Barefoot? If you do, you can help with Swim checks, but you'll be carried along with her as she goes past.

Aye, an' o'course I do! Whut d'ye think I jump in here fer? :P

Acrobatics Check:1d20 + 7 ⇒ (8) + 7 = 15 (Again to 'ride' the waves)

Swim Check: 'Take ten' = 20 (Aid another)

(^_^)


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

yelling at the top of my lungs OWLBEAR Sunny is in trouble help me help her. Grab the rope take my spot, Help me owlbear to help Sunny!

hopefully he can add something to the rope pulling


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
Lanliss Rainscribe wrote:

yelling at the top of my lungs OWLBEAR Sunny is in trouble help me help her. Grab the rope take my spot, Help me owlbear to help Sunny!

hopefully he can add something to the rope pulling

o smart idea I didn't thing of that. I feel so useless XD


Shade Psion 18

Day 8 - The Storm

Nighttime

Sunny slides over to Barefoot and grabs onto her as she goes past, pulling both of the women further out to sea.

Owlbear plows into Lanliss and grabs the rope, nearly knocking the elf over. "ME HELP!" he bellows and begins to haul at the rope. A large, imposing form appears behind Lanliss and takes the rope from Tilly. "No crew o' mine's gonna be taken by this thrice damned storm." Captain Harrigan begins to haul at the rope.

Barefoot keeps kicking at the water, along with Sunny.

Barefoot's Swim Check: 1d20 + 7 + 3 + 3 + 2 + 2 ⇒ (6) + 7 + 3 + 3 + 2 + 2 = 23 vs DC 20 Success

They both manage to swim closer to the boat, despite the fury of the storm, thanks to the effort of the crew.

Barefoot and Sunny are both 15 feet away from the boat now.

Ratline runs up to Alestone with a second coil of rope, the coil almost bigger than he is.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 8: Storm
I grab the rope from Alestone and throw it out to Sunny and Barefoot
1d20 + 5 ⇒ (6) + 5 = 11

Here Sunny here as I throw the 2nd rope to them

Alestone, Grab this rope with me, Herbert grab as well let's get them in!!

As everyone grabs hopefully I start yelling 1.....2....3..... Pull. 1.....2....3..... Pull.

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