Skulls and Shackles, The Wormwood Mutiny by Paizo

Game Master True Repentance

Pirates. Arrrrr!
Current Encounter


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Human

Rrruh:

Your time at the Formidably Maid was a rather jolly one. The girls were pretty (for the most part) and the drink was passable. The company rowdy but no fights seemed to break out. One man, seeing your failed attempt at trying to woo the serving girls laughs at you catching your attention. "You aren't from around here are ye. Here let me buy ye a drink and I'll show ye how to score with the wenches." He buys you a drink. Then a second. His advice seems dubious but hey, what the hell could it hurt to try. You spot another that takes your fancy and he pushes you towards her. Another slap on the cheek sends you back to your seat with both you and the man roaring with laughter. "Luck's not on yer side today mate. Have another drink." He hands you a fresh drink, this one seems stronger than the others and after only a few mouthfuls you are slumped over the table. You remember the vague feeling of being lifted and after a while dragged before being able to enjoy this new comfortable warmth for several hours...

Alyat:

Strange man that he was it still never enters your mind that maybe something wasn't right. The words came too easily for him and with the drink loosening your mind you never thought twice when he suggested getting out of there and taking you to see his fine vessel. Several alleys towards the docks you somehow see two shadows behind you but before you turn around to look someone turns out the lights and your head hurts for a split second, then you are out of this world.

Aria:

Telling the tales of the seas came as natural to you as swimming and the patrons of the Formidably Maid were cheering and shouting along with you when they remembered a story. Several times that night you were bought drinks before being encouraged to tell this story or that legend. Pretty merfolk were a rare thing around here and you managed to always be a hit here. After one particularly long tale you were forced to take a break and a rather muscular and dirty man broke past the others and offered you a drink. "Say, do you know the one about Lucky Larry?" You nodded, "Go ahead and tell us that one." He smiled and when you were ready you began the story of Larry, who was certainly NOT lucky. Being press-ganged was only the start of his problems. Part way through the story, just when the evil captain was about to have Larry keelhauled the room started to spin. The man rushed up to you and yelled out to everyone, "Ok shows over, this one needs her rest. Get out of my way." Before you knew what was happening you were in his arms and then everything went black.

Reinald:

After dinner and several drinks at the Formidably Maid you decide to take a look at the docks. You had heard several rumours of opportunities for a life on the water and thought that maybe this could be your lucky break after so much misfortune. Little did you know that several thugs had followed you and as you watches the waves roll in and splash around the ships docked there a blow to the back of the head set you off balance and into the waves. The last you remember before blacking out is several hands reaching down to try and pull you back out.

Hunter:

The Formidably Maid is loud and dirty, full of customers of all sorts. As you wait at your table alone for the contact to show you order a few drinks. You notice one rather pretty specimen not too far away telling legends of pirates and monsters. The only reason you paid any attention was that you overheard her say something about a cyclops lost treasure but once you got a look at her and her rather dazzling beauty the story slipped out of your mind. A hand pats you on the shoulder bringing you back to reality, "You'd never have a chance with one such as her. Not a fair chance anyway." the scrawny human says as he sits across the table from you with a smirk on his face. "But there are always other ways. Less honest ways. To gain the company of such as her. Nevermind. To business. You are interested in my map." The next hour is spent discussing various aspects of such an expedition to the ruins and what would be necessary to accomplish it. Once he is satisfied that you would be an appropriate addition to a party that would explore the ruins and bring back any treasure found he smiles and orders another drink. "To fortune and ancient treasure!" he shouts before tipping back his drink. You do the same but it seems someone must have drugged your drink as it is only moments before you start to lose your senses. He reaches forward to shake your hand and as he does so he whispers, "Yes they will find a good use for you."

Sapphire:

You enter the Formidably Maid with a singular mind. To find a ship, a ship that will take you on and give you a chance to gain the experience necessary to start a life on the seas. You feel confidant that someone here will be helpful enough and after a short while asking around a tall man comes over to you, having heard that you are looking to join a crew. "Wanting to find your destiny huh. Well I have just the chance for you. I've had a few sailors retire recently and am looking for a few new hands if your interested." The terms seem quite fair. Better than fair even. This seems almost too good to be true but you shake hands with him nevertheless. His sideways looks at you seem a little strange but he offers to seal the deal with one last drink. As he orders and you finish off the one still sitting in front of you it suddenly becomes too much and you have reached your limit. The room swirls and you decide to rest on the table. "Well that will save me a few copper at least. Harrigan should have no problem with this one certainly. Haha.' You are unable to resist as he carries you from the establishment. You are headed to the docks but do not get to see your final destination as you fall asleep.

The Hold of the Wormwood

Each of you gradually awake after the previous nights events, trying to remember how you came to be here and where exactly this place is that you find yourselves is. The smell of salt water is easily distinguishable. It is dark and you can see very little around you but you do notice there are several others on the ground around you. This ground seems to move and sway gently and after a few painful moments of thinking you realize you must be below decks on a boat of some kind. Your head hurts to move. Several of you can feel lumps that have formed on the back of your head, several merely feel a strong hangover like feeling persisting from your time last night in the Formidably Maid. The boards creak a little if you try to sit up and the dizziness makes it hard to coordinate your senses to do so. Footsteps seem to be getting louder above.

Before you can even think to get up and see if there is a way out a hatch opens and a light pierces your eyes, seemingly blinding compared to the darkness which you have become accustomed to. Behind the lantern is a tall thin man, braided hair covered with a red bandana. With a sneer that reveals several gold teeth that glint in the light of the lantern. He smiles revealing more of the gold teeth as he cracks the whip he holds in his other hand through the air just above you.

"Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!"

Six men rush into the room behind him carrying buckets and before you can think to move out of the way they tip them out over you waking you all up proper. You discover that they have taken all of your possessions some time last night while you lay unconscious.

The man with the lantern moves aside as if granting you a path out of the hold up towards the deck...


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire blinks frantically at the intrusive light, the brightness sparking fresh aches of pain in her head. Trying to remember last night is like wading through treacle, she tries to recall getting here on board ship, but finds only hazy fragments. Familiar enough with the concept, she reasons she must have been press ganged. She grits her teeth, this is not what she wanted for her first voyage. Frantically realising her gear is gone, she clenches her fists, but after assessing her chances thinks better of making a stand.

They have the advantage for now, no sense in getting bent out of shape when there's no chance to improve my lot immediately. Got to play the waiting game, find an opportunity

She stands up, hand going to the wall to support herself, but she's taking a moment to look over the others in the hold. They can see an elven woman around five and a half feet tall, with dark hair tangled round her shoulders that she brushes off in annoyance, evidently used to having it tied back. She's wearing a white shirt and leather bodice, plus a knee-length cloth skirt. In the yellow lantern light, her skin looks deep blue.

She takes a few paces towards the door, slitting her eyes as she tries to get used to the hot daylight, desperately trying to shake off her dizziness.


Human

Forgot to mention...

Sapphire finds the they have overlooked her 'hairpin'. Rrruh discovers that one of his innner pockets have not been emptied, feeling his thieves tools still inside. Reinald also notices that his compass has been missed aswell.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

He awoke with a start sitting strait up wide eyed. His ears immediately flattened at the strangeness of the place and the six figures yelling didnt make him any more comfortable. Tail lashing he scampered torwards the lantern bearer to get to the deck confused as the where he was and what was going on. He remembered going into some tavern, to be a pirate and score with a wench. Just like the books. His head hurt a lot too, that put a damper on things certainly.

Im going, Yes yes, not so loud please." he called out as he scampered by the figures.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald wakes his eyes go wide in surprise. He tenses up and places his palms on the deck ready to spring up but the delay in his movements suggest he was not counting on the pain or lingering dizziness. Where am I.

Trying to rise, he takes the startling splash of water to the face. Well if they wanted you dead old boy no need to splash you. He stands staggering taking a moment to size up the situation.

Hmm . . . a cat, a couple of green skins, a fish . . . whoa not bad looking fish, an elf, and me . . . not sure what that says about me. As he stands he shakes the water off his hat. Sniffs testing a fear running across his mind. I really hope that was water and not anything fouler. He straightens his clothing and begins to head in the direction indicated. Trying to study the captors as he goes. Don't much look like navy. Well pressed by pirates is better than slavers and a lot better than slavers who know I ran once already.

He makes his way swiftly as expected up to the deck he looks about again trying to learn more about his station in life.


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Stirring up at the flash of light Aria holds her head with both hands as her tail muscles pull her into an upright position.

What in Cayden Cailean's name happened?

Mulling over the previous events for a second longer Aria briefly remembered passing out over a glass of grog at the Formidable Maiden. Before she was able to dive any deeper into her thought though I loud voice boomed throughout the cabin walls. Someone telling her to get on her feet. Clearly they didn't know much about Merfolk. Either that or they were blind.

"I guess you're eyes are almost as bad as your looks."

Aria quipped back at the rather unsavory fellow in front of her, but before she could get another word out she was splashed with a bucket of some sort of a liquid. A liquid which she prayed to the gods was water. Not wanting to get splashed again she made her way into the line that the rest of the people in the room were now forming.

"Aye! I get it! Thaqua atuazaan!"


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Now paizo just now tells me the gameplay thread is up
I'm assuming they overlooked my dagger? If they have Hunter will pull it out attack one of the pirates.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

dagger attack: 3 + 1d20 ⇒ 3 + (11) = 14
damage: 1d4 + 2 ⇒ (2) + 2 = 4


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire makes a point of staying as far away from the idiotic hobgoblin as she can get.

No common sense and poor tactical evaluation of the situation, he'll not last long...


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Arr, what is wrong? They have no Real weapons. Hunter stresses the word real as in they can't do lethal damage.
I wouldn't be doing this if they had lethal weapons on them.
True, but, that is how barbarians are suppose to be roleplayed sometimes, plus if I remember, these guys only deal non-lethal damage, worst case scenario, I'm unconscious. Sadly I know the beginning of this, but not the entire book, up to about this point and the punishment I'll receive for doing this. Best case scenario, exp gain.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald looks back to the stairs down to the lower decks when he hears the shouts of skuffle. He looks toward the catfolk who had come up in front of him. "Survivors don't pick fights the first day. First days are example days. Don't want to be one of those. His eyes flash whistfully as if remembering something.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

There was only a seconds hesistation when one of the men below attacked the ones yelling at them. But the Human man's words hot on his tail certainly decided things for him. They had his weapons, they had numbers, he wasnt even sure who they were or where they were... patience and time would be his friend in all matters. He hurried to the deck.

Sorry Hunter has good times!


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Her elven ears picking up the conversation between the human and catfolk, Sapphire nods in agreement with the advice the human gives.

One to watch then, he assessed the situation correctly and sought to help another as well

She hangs back slightly to catch Reinald's eye as he comes out in to the light, nodding almost imperceptibly.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Hunter checks his pockets for a dagger and he is disappointed. Guess I'll just have to go along instead of fight. The attack never happened, hunter never spoke, because no one reacted to him.


Human

"Up with ye! Cap'ns wait'n."

Intelligence DC 12:

As you stand and walk past him there is something familiar about his face and that smile. Was it last night at the Formidable Maid you saw him? You definitely didn't meet him personally but he was there...

The pirates with him follow one behind each of you as you ascend the stairs to the middle hold. The main cargo hold is mainly empty. Leaving Port Peril is likely the start of a new voyage for whoever captains this ship. Several cages hold a number of pigs, there are also a dozen barrels and a few crates in the middle of the hold stacked against the walls.

Another flight of stairs in the forward section of the ship leads upwards to an as yet unknown part of the ship. As you are each led up to a ladder against the other side of the stairs you can look up to see the sun shining down on you. One side of the wooden grate hatch has been opened to allow you to ascend.

As you reach the main deck you can see a cloudless sky. You are in the middle of the ocean with no land in sight. The mainmast rises some 60ft before ending with the crows nest. The sails are taught and she seems to be making good speed. It must be several hours since they left the dock at Port Peril.

Others of the crew are clustered around the main mast looking at you then looking up at the higher deck at the stern where two imposing figures stand looking at you. One of them is a broad, muscular Garundi man with a shaven head, a long beard bound with gold rings, and an eye patch, clearly the captain. The other is a younger, balding man with a long black ponytail, wearing a long coat and carrying a well-used cat-o’-nine-tails. You also notice you are not the only set of new recruits. Four other stand near you on the deck set apart by their relative cleanliness and their apparent unease with their new found situation.

"Thank you Master Scourge." You turn to watch as the captain adresses the man who brought you up here and then he turns to look again at you. "Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that you’ll ever need to address me. I have only one rule—don’t speak to me. I like talk, but I don’t like your talk. Follow that rule and we’ll all get along fine. Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone." Now he looks to the man at his side, "Mr. Plugg! If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em." You notice an iron bound box below them on the main deck...

As soon as he finished speaking the Captain walks away down the stairs on the starboard side and through a door that likely leads to his quarters you guess. Left standing above you still is this Mr. Plugg. Clearly the First Mate aboard the ship. He looks down at you and the other impressed captives and smiles unpleasantly and cracks his whip.

"Listen up and listen good. Any nonsense and I'll have yer back meet my little friend here. Now I need to know which of you is the best climber. First one to reach the crows nest will work for me as a rigger. All of ya get to it!" He cracks his whip again.

Ok bit of a big post with a few boring descriptions. If you want more descriptions I can give you more details so all you need to do is ask. At the moment your task is to climb to the crows nest 60ft up. It is a DC 10 climb check for each move action. Taking 10 will be a full round action (You are rushed so not supposed to take 10 normally but taking your time to climb carefully won't get you into trouble like refusing to climb might). Without a climb speed you can climb at a quarter of your speed(rounded down to the nearest 5) or half your normal speed with a -5 on the climb check. Having a climb speed lets you take 10 without taking a full round action, also can climb at double climb speed with a -5 on the climb check.

Good luck, don't fall too far...


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Since Hunter doesn't have on armor, he currently does not have the 1 armor check penalty. He will take 10 for his first round. climb: 2 + 10 = 12

Round 2 he makes two checks for 2 move actions climb: 2 + 1d20 ⇒ 2 + (8) = 10
climb: 2 + 1d20 ⇒ 2 + (3) = 5

Round 3 he makes two checks for 2 move actions climb: 2 + 1d20 ⇒ 2 + (5) = 7
climb: 2 + 1d20 ⇒ 2 + (19) = 21

Round 4 he takes 10, so if I succeed on all my checks he moves

7.5 feet round 1, 15 feet round 2, 15 feet round 3, 7.5 feet round 4.

I'm pretty sure my climb speed is 1/4 or 1/2 of 30 not 50, since it is based on base speed, not land speed.

His first fall I think is at 15 feet, then he manages to get 15 feet up by the end of round 4.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Hunter takes 10 the rest of the way, so 10 rounds total is what it takes hunter. 1 Minute, Hunter yells, tough time to beat.


Human

You climb at one quarter of your land speed(50) while climbing. A quarter of 50 is 12.5. That is how fast you can climb.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Rrruh blinked for a moment wondering if they really just asked him who could climb up the rigging the fastest. He was being pressganged onto a real honest to goodness pirate ship this was so exciting! He politely waited a few moments for some of the others to get started before he made his way to the mast to move.

double speed movement and a climb speed of 20

climb 1: 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12
climb 2: 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12

He easily reaches the top in two rounds watching and waiting for the other s to make it up. Part of him the poor hoped the fish girl wasnt going to try, climbing masts sounded rough for things like that.

I think moving 40 feet a round would put me up there midway through the 2nd round. if my math is off, here are a couple more climb checks just in case

climb 3: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22
climb 4: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Then it actually took Hunter 7 rounds to do this in. So lets try this again.

7X6=42 seconds. 42 Seconds, beat that. Hunter brags. perception at the top: 1d20 + 4 ⇒ (7) + 4 = 11

Also, because I fell earlier, I have to make an acrobatics check to avoid falling damage for the first 10 feet, 15 or higher or I take 1d6 damage. acro: 5 + 1d20 ⇒ 5 + (13) = 18 Sweet, no damage


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Dammit, you're took quick. 12 seconds, we don't stand a chance against the cat. Well done sir, well done.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald takes a deep breath, Nothing clears the head like drilling. He takes a couple steps and takes speed moving toward the rigging and up.

climb double speed: 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 10
climb double speed: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14

Reinald pauses as he sees the catfolk pretty effortlessly move through the rigging. "Fast kitty."

climb: 1d20 + 7 ⇒ (1) + 7 = 8
climb: 1d20 + 7 ⇒ (3) + 7 = 10
climb: 1d20 + 7 ⇒ (16) + 7 = 23
climb: 1d20 + 7 ⇒ (4) + 7 = 11

Reinald continues on slower. At the crows nest he speaks to the catfolk,"Well you got this job friend. Not many allies on a ship like this. Sticking together can't hurt."


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

The feline beamed as he waited for the others merely smiling at them and wiggling his paw like hands with the claws.

Yes yes, pirate friends Arrrggh Meow and all that."

He began clearly excited by their new lot in life.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald smirks toward the catfolk and begins the descent toward the deck. He looks toward the hobgoblin. "He is a fast one. I guess we get to find out what work they will toss us . . . not the rigging I guess."


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

int check: 1d20 ⇒ 4

Aria took a long sigh as the first mate described his first task for the new recruits. Being able to make her way on land was a skill that took her quite some time to acquire; much less climbing a mast. As the Merfolk watched the others climb the pole she simply turned her stare back to the first mate.

"I mean no offense sir, but my kind ain't exactly the type for climb'n. I'd more likely split my head open fall'n down then making it up to the top of dat pole. Didn't the cap'n say he didn't want nobody dead?"

With a little bit of accent added into her speech Aria tried her best to convince Mr. Plugg sending her up wouldn't be such a good idea after all.

Not sure if I'm supposed to make a diplomacy roll here or if you just want to roleplay it out. I'll include one just in case.
diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire spends the first few seconds assessing the climbing area as she begins to climb slowly, eager not to make a mistake and fall or be punished. Though when the catfolk practically flies up the rigging to the top, she decides to marshal her strength rather than try and beat him.

There's nothing to gain by trying to out do that cat, my he climbed fast! Don;t want to risk falling and get injured, something tells me these folk won't be kind to those who can't pull their weight and do the work on board.

Climb as a full round action to take 10 each round. Takes 8 rounds at 7.5 ft/round

At the to pof the mast, she pauses for a moment with the human male
I heard what you said to the catfolk, coming up on deck and up here, we're both of like minds. My name is Sapphire, you can count on me to listen when you speak

He gets a brief smile, and with that she hops over the railing and down the rigging. As she slides down the ropes back to the deck, she ponders what else they might have in store as a test. She stares at the merfolk still at the bottom for a moment, if it's a test of swimming then she may have a proper race on her hands!


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

He climbed down once he felt everyone made their attempt. His very toothy smile obvious. Taking 10 to ensure safety!

"yes yes pretty fish should not climb."

He began hoping his show of ...suitability meant she wouldn't be told to climb. He offered her his best wink. The action looked a bit strange of his feline face.


Human

Unfortunately you cannot make a request of someone who is hostile towards you.

Perception from the crows nest:

Far off towards Port peril you can just see the last tip of land disappearing over the horizon. Certainly too far to swim, for most. Below everyone else looks very small. You can see the foredeck, currently empty of people. The bowsprit reaching 20ft or more forward from the ship is shaped the the head of a rearing dragon. The poop deck which currently only Mr. Plugg occupies holds the wheel which he stands next to. Hanging from the mizzen mast behind Plugg is an iron cage. It contains the body of a pirate recently punished. A parot sits atop the cage.

Mr. Plugg glowers at Aria. His hand tightens its grip against the cat-o-nine tails, "You got no hope here. If it weren't for that cat girl being so fast... Don't test me girl, you'll pay for this later." It seems he has little patience at the moment and lets you off the hook this time thanks to Rrruh already having reached the top in record time.

Once the others have climbed back down he walks down towards you stopping in front of Rrruh. "You work for me as a rigger now. Stand over there with those four."

Mr. Plugg then looks at you remaining five and asks, "Can any of you cook?"


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire frowns for a moment, considering

Well I'm not trained or nothin' but I can make stew, bake bread, that sort of thing. So yes if that counts by your reckonin'

She keeps her head held high but doesn't look anyone directly in the eyes.

Don't look like a victim to be punished, got to look strong, but not arrogant, that'll get the lash for sure too. Fine balance to dance this is...


Human

"Good enough. You're a cook's mate now. Report to Fishguts in the galley immediately." He dismisses you then turns to the rest. "The rest o' ya will be working for Master Scourge here."

He looks over to Scourge. "Fresh swabs for ya to break in, have fun." Scourge grins again. The four other recently press ganged crew split off, three of them to Scourge for swabbing orders and one of them joins Rrruh to be a rigger.

Mr Plugg walks over to the new riggers and assigns them their task for the day. 1d6 ⇒ 2 "It's line work for you, catfolk. Get to it. I'll be watching you closely so no slacking."

Line Work:
Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Master scourge rounds up his new swabs and gives you orders for the day, Aria: 1d6 ⇒ 4"Rope and knot work for you." he says to Aria.

Hauling Rope and Knot Work:
Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, 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.

Alyat: 1d6 ⇒ 3"Get swabbing the decks, mops and blocks in that barrel over there."
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.

Hunter: 1d6 ⇒ 5"You'll be a runner today."
Runner:
Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins, requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.

Reinald: 1d6 ⇒ 2"I need a rat catcher to get rid of the vermin below decks. You're it."
Rat Catcher:
Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check or Survival check or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.

Down in the main hold it is not hard for Sapphire to follow the bad smell and find the galley. Entering the galley you see short, slightly fat man with a dirty, sorry appearance. You smell alcohol and it is immediately apparent that this man is drunk. "Ahh. You must be my new assistant. Sad that a pretty little thing like you got caught here. Captain wants fish for tonight so I''l give you these here lines. Not the worst job here and perhaps the easiest if you are good at it." It seems he is not as unfriendly as the other officers you met this morning. "It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em."
Sapphire: 1d6 ⇒ 3

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.

Ship Actions:

In addition to your tasks given to you each day there are extra things you can do on the ship during that time (talking/exploring/etc). Some you can only do during the day and some you can only do at night. Each of you get 1 ship action each day and 1 each night, you can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so you must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.

Daytime Ship Actions
Work Diligently Gain a +4 bonus on any one check for a job’s daily task
Influence Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)
Shop Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store.
Shirk Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Nighttime Ship Actions
Sleep Go to bed early and sleep through the night (automatically recover from fatigue)
Gamble Play or gamble on a game of chance or pirate entertainment.
Entertain Make one Perform check to entertain the crew.
Influence* Attempt to influence a single NPC
Sneak* Take time exploring one area of the ship. You can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal* Attempt to open a locked door or locker. You must make a check to avoid being discovered.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Daytime actions and >.< not a very good omen for a beginning eh?
It's Rrruh. He answered simply throwing his hand up in a salute and hurrying to his station. He had spent some time on boats before so he had an idea of what to do. Or at least he thought he did. It was obvious he was quickly overwhelmed with the work. Still he tried to keep up beat and happy-go-lucky.

profession sailor: 1d20 + 4 ⇒ (1) + 4 = 5
fatigue check: 1d20 + 1 ⇒ (6) + 1 = 7
influence diplomacy?: 1d20 + 6 ⇒ (14) + 6 = 20
He will attept friendly chatter with the nearest crewmember.
This is a nice boat yes yes, have you been here long? I'm Rrruh I look forward to being your shipmate yes yes, He said as he tried his best with the lines.

Nighttime actions

Curiousity being a natural trait to the dark furred feline he explored the area around the cargo hold.
stealth: 1d20 + 8 ⇒ (13) + 8 = 21
perception=26 (+1 for hidden things)


Human

Hold up a bit on the night time. Several things can happen during the day so I will let everyone know when it is night.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Oh sorry! excited!


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire listens with interest to the cook's wisdom, nodding in the right places and absorbing what advice he has to offer.

Pleased to meet you sir, I'm Sapphire, Saph for short. As I said to Mr. Plugg I'm not much of a cook, but I know one end of a ladle from the other and I'll do my best for you

She does however pale slightly at the thought of fishing, or rather the penalty for failing. She lived in Port Peril, worked the docks even, but fishing was never something did that often, she'd have to try and remember how the others on the pier used to do it. She gulps, but thinks to check tje kitchen before heading out to the nets. She looks for something to help bait the lines, like yesterday's leftover fish bits.

perception: 1d20 + 3 ⇒ (5) + 3 = 8
Will add any applicable bonus to the fishing check

Take 10 on profession (fisherman)

Daytime action: influence the cook (and learn his name!), Saph will ask how she can earn the crew's trust and get her gear back

EDIT: Just read discussion thread post on diplomacy check for influence plus inability to take 10 on a job roll
diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4
profession (fisherman): 1d20 + 0 ⇒ (12) + 0 = 12

Oh dear, well at least there's fish to eat, even if the cook thinks Saph is stumbling over her words, fingers crossed he is helpful!


Human

Rrruh:

Diplomacy check failed to influence
Rrruh chats to and eventually gets to know the names of the other riggers among the crew, see document in campaign tab several of whom berate him when things go wrong and they have to step in and fix his errors. "Plugg will throw you in the hotbox for sure for your shoddy work." One of the men that work closest to you happens to be one of the ones who were recently press ganged onto the ship. As you chat with him Conchobhar Turlach Shortstone (male gnome) reveals a few things about himself. "I was taken last night, gambled with some of the crew and they decided since I owed them money that I would work it off here. Unlikely that the debt will be cancelled though with a look at the Captain and his officers... Not too worry, I've always thought of a life at sea to be quite agreeable to me, as long as there is gold, grog and wenches." He smiles before returning to his work, not chatting too much and making sure he did his job correctly. He wears an eyepatch, an outrageous purple hat and equally foppish clothing.

Sapphire:

"Well Saph, name's Ambrose Kroop. But everyone just calls me fishguts. If ye looking to get some of your things back you could always try talking to Cut-Throat Grok the Quartermaster. She is usually in there," he points to the door near the back end of the boat, "all of your things are the Captains now but if you talk to her, maybe you can convince her to give you a few things back. Can't hurt to try hey."
You would need to use tomorrows daily action to do this of course. Since you used todays to try influencing the cook. Any others questions you ask him feel free and I will try to answer.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

High in the rigging with Sapphire and others.
Reinald flashes a smirk toward Sapphire"Well good I seldom tire of my own voice." He grows serious, "Well we'd be fools to trust anyone, no offense intended, but less foolish to trust each other I think we did not beat and kidnap ourselves. Prove friend and a friend you'll have." He looks in turn to the others trying to make the point with each that he has their backs as long as they have his.

Back on deck.
Reinald considers stepping forward but leaves Sapphire the sole canidate.

Reinald frowns at the unpleasant request. "Once the first mate on a ship of the line now I smash roaches for pirates so vile they hace kidnap crew. I will be buying a sharp dagger for my brother."

Reinald looks to Scourge,"Am I dumping the rats or does the cook use the little buggers."

dex: 1d20 + 2 ⇒ (18) + 2 = 20

Clearly I got lucky today. Beamara keep me luck holding.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

My intention would be to use my day action to influence someone but catching rats below decks does not put me near any riggers.


Human

"If you want to eat vermin go ahead. We're not that desperate."

You will be going down into the hold and back up to toss those you have caught so you could talk to any of the other swabs, the cook or the quartermaster even(both or near the main hold).


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Hunter shares what he sees in the crows nest with the rest of the group. I'm not retyping it all, just read my spoiler

And now time for hunters task, his acro is actually a 6 right now instead of 5 since he doesn't have the armor penalty of 1. R, I hope I can do this
acro: 6 + 1d20 ⇒ 6 + (20) = 26 Dm, I rolled a 20, does this mean I do it in half the time?
fort: 5 + 1d20 ⇒ 5 + (1) = 6 Hunter can do his job well, but he wore himself out. Man, that was exhausting. Hunter is fatigued


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Hunter will as a day time action, sneak. perception: 4 + 1d20 ⇒ 4 + (2) = 6
What is he exploring? I don't know, some random room.

And then night action to sleep to avoid fatigue.

Hunter talks to Reinald, sometime during the day, Rats for me to please


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald smirks toward hunter,"Gladly though you will need to skin them yourself. Do you filet rat?"


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

A though man eats everything but the bones when he can't skin them, the skin is okay


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald smiles quipping back playfully"A hobgoblin proverb."

I guess I will try to influence Ratline.


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Aria tenses as she see's the first mate's grip on his whip intensify, but allows herself to relax a bit at his words. It seemed that at least for today she would be spared of being flayed. Knowing that she was already on Mr. Plugg's short list though, she didn't waste any time getting to work with the rope work.

Manual labor tying ropes isn't exactly what I had in mind when I went looking for adventure in a strange new world.

Profession Sailor: 1d20 + 4 ⇒ (15) + 4 = 19
Endurance Check: 1d20 + 0 ⇒ (20) + 0 = 20

Somehow making good time and effort on her first day of work Aria seems to be either lucky or talented with rope tying and the like. Finding some time in between tasks the young maiden does what she does best and mingles with the other crew members. Asking them about themselves and their stories. Maybe she could find some material for a new ballad.

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27


Human

Aria is that diplomacy your day action to influence or just trying to gather information?


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6
DM Repentance wrote:
Aria is that diplomacy your day action to influence or just trying to gather information?

I was trying to use my day action to become friendly with someone. I didn't really post more since I wasn't sure who I was able to interact with during my shift.


Human

Any one of the other swabs would be quite fine. I will reveal them in the document once I get home from work.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire will thank Ambrose for telling her about the quartermaster, and ask who to avoid on the crew, who the mean and cruel ones are. Then she'll spend the rest of her time that day asking him for pointers on cooking at sea in the galley, in the hopes his suggestions will help her in the days to come.


Human

Reinald:

Influence: 1d20 + 4 ⇒ (4) + 4 = 8 Influence fails :(
You manage to strike up a conversation with Ratline while he is nearby taking a break. Ratline is a rat faced halfling with long arms and three missing fingers that has been part of the crew for several months. The captain recruited him from Ilizmagorti before he came to Port Peril. Not much of a life he had always been on the wrong side of the law but it wasn't his fault. He just wasn't too lucky, as you can tell from the missing fingers. 3 times he had been wrongfully accused of stealing. As soon as the opportunity appeared he took Captain Harrigans offer and been a pirate ever since.

Hunter:

Natural 20 on this task doesn't mean it takes half the time as you are running messages throughout the day whenever they need you to. It does however let you take ten next time you do this same job(Runner) instead of having to wait for the third time.
Hunter takes some time while in between running messages to explore the hold some more. He notices a man chained to the foremast who seems to be guarding the stairs the lead to the Officer's quarters. He finds out later the name of the man. Owlbear Hartshorn, Plugg's pet tough guy. sorry 6 doesn't get you much

Aria:

Influence success
While you swab it isn't too hard to find times to chat with the others around you and get to know some names and a little about each of them. You seem to step on few toes even though your earlier incident with Mr. Plugg has some of them avoiding you. You can hear some of them whispering behind your back wondering what punishment he has in mind for you. "Plugg never forgives an insult..."
Jack Scrimshaw and Tilley Bracket tell you of the time they sailed through the eye of Abendego on their own with naught but a rowboat and sharks fins tied to poles for oars. Two days in they had lost all their spare food and water and had to hold their heads up to catch the rain in their mouths to drink. As they paddled day after day they soon realised that they would fall exhausted before they managed to make it through. So they took off their clothes and sewed them together tying the poles and used the wind to propel them instead. This was all fine until they reached the middle of the storm. They had lost the shark fins and were naked and starving. In the calm of the storm however there was a wreckage just below the water that seemed to move and follow them. Thinking they were about to die they began frantically praying to Besmara to let them live. It seemed their prayers were answered when a current began to carry them along and fish leapt into their boat. They ate them raw until they were full. Finally the current carried them to the other side of the calm and they were able to use their makeshift sail to get them through the other side from where they were picked up by a travelling merchant ship which was soon after attacked and captured by the wormwood. After that they had accepted the chance to live by joining his crew. An honest tale they swear it is.


Human

Sapphire:

Perception: 1d20 + 3 ⇒ (17) + 3 = 20
"Well there are several that seem to be after the Captain's favour," Ambrose tells Sapphire and stops to think for a bit. "I used to be quite respected by the captain myself. This place wasn't so bad once." He starts to go off on a tangent before remembering the question again. "There is Aretta. She used to be a harlot that Harrigan picked up. Fell in love with him and still thinks she is. She'd do anything for him. Absolutely anything." He shakes his head. "Then there's Fipps and Jaundiced Jape. Those two mercenaries are evil to the core. They like to bully anyone that gets in their way. If it weren't for the Captain being so short on crew and saying he'd punish any murderers..." He walks around the galley chopping up some onions for the fish soup that was boiling, The Captain and Officers get the best freshly cooked fish of course, the crew gets the left overs in a soup. "Look out for Maheem. That big Rahadoumi bastard. He isn't cruel, but I think there is something dark in his past. He hardly talks. Looks at you like he wants to throw you over board though, or worse." As he continues his preparations by asking you to pass him a large cleaver that has somehow gotten lodged under an overturned barrel of sauerkraut that one of the goats has gotten into he mentions something about Syl Lonegan and her escaping the gallows. As you retrieve the cleaver a vial of water rolls out and bumps your hand. Strange for a vial to be found in a galley, they aren't the usual sort of utensils for cooking food. "Tam is an ugly dwarf, one of Master Scourge's old friends. And Jake is just a common thief. Too bad he doesn't know who to steal from and who not too. Captain caught him and he is down in the bilges now. Sure to be keel-hauled tonight. Those seven are the worst. None here are a good sort anyway so you just keep your distance if you want to stay alive ya hear." He continues with his cooking.

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