Skulls and Shackles, The Wormwood Mutiny by Paizo

Game Master True Repentance

Pirates. Arrrrr!
Current Encounter


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[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

Crew Overboard!

shouts Sapphire in the loudest voice you've ever heard her use.

She grabs a coil of rope from the pile she's been working on and throws one end to Tilly.

Shouting at Reinald or whoever is closest she adds

If we can't pull her in then we'll tie one end to me and I'll go after her!


Human

Roll a ranged touch attack for throwing the rope to her.


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 ties another rope around Sapphire. "Go luv I gottcha." He wraps the far end around his arm and sets a boot against the rail.


[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 nods at Reinald gratefully, then pitches the coil of rope she holds, hoping Tilly will grab it.

ranged touch attack: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6

Misjudging the angle due to her fatigued fingers and the slippery rope, Sapphire's throw falls short. Swearing loudly she throws caution to the wind, trusting to Reinald's grip on the rope around her waist she dives off the rail and swims to Tilly.

As she has a natural swim speed, Sapphire can move 30ft/round in the water without a swim check, and can also take 10 on swim checks for a result of 21 (factoring in fatigue). In addition will roll below in case I need to aid Tilly etc, let me know if you want more rolls!

Swim: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29

assuming all is good...

she shouts to Reinald

Haul us in!!

as she holds on to Tilly with one arm around her waist and holds the the rope with her free hand, she kicks with her feet using powerful strokes to propel them back to the Wormwood.


Human

DC 20 for stormy water you don't need to roll swim with that take 10

The rope misses and lands too far away and must be hauled in and thrown again. But Sapphire drops it and dives headlong into the waves with a few open mouthed crewmen watching. Though the storm has whipped up large waves Sapphire ignores them diving under to see the shadow of Tilly in the distance. Even with the rope and her fatigue slowing her down she is able to get to Tilly. They hold on to the rope and each other and wait to be hauled in.
Need to know who is helping pull them in. Also a couple of strength checks wouldn't hurt.

DM rolls:

1d20 ⇒ 9
1d3 ⇒ 2
1d20 ⇒ 6


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

and did anyone come to visit hunter the next day?


Human

No. The storm rages and absolutely everyone is on deck working non-stop.


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 starts to pull the two in hollering to those around. "Give hand lads I have no desire to see if I can do it alone."


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 did his best to fly down the mast from above as quickly as possible while still being safe the moment he heard the call for man overboard, even more so when friend Sapphire jumped in after the person.

As soon as he got down he ran to the side and gripped the rope blinking at friend Reinard.
Pull now? yes yes?
He said griping the rope

str check if needed: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 5

*lawls* some help i am


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 takes notice as Tilly flies overboard, but her hesitation stops her from acting any sooner. She didn't want to risk ending back up in the ocean; even more so in deep waters. With some luck though Sapphire takes the initiative and jumps in first, making sure to leave a rope behind.

Finally moving into action Aria grabs the rope though she wasn't sure how much help she would be at such a thing.

Strength Check: 1d20 - 2 ⇒ (1) - 2 = -1

LOL


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

Curse you interwebs. I thought I already added my str check

sailor: 1d20 + 5 ⇒ (6) + 5 = 11
str: 1d20 + 3 ⇒ (15) + 3 = 18


Human

Reinald and Rrruh pull while Aria tries to help but ends up hindering them instead. With Sapphire and Tilly swimming against the enraged ocean they start to make progress back towards the ship. Ever so often Tilly would falter or a particularly large wave would push her further away from the ship. She would surely have been lost if it wasn't for Sapphire holding on to her and being such a strong swimmer herself. Finally they are both hauled back on board. Tilly looks exhausted from her efforts and even Sapphire looks out of breath. Taking a moment to catch your breath is interrupted by Scourge. "Damn stupid thing to do jumping into the seas like that! You got lucky this time. Now back to work all of ya. This ship ain't saving itself!" He cracks his whip to get people to move.

Day 9
Though it looks like the worst of the storm has passed over you the Wormwood is still not back in clear seas yet. The Wormwood has been sent way off course. With a new day ahead and no sleep the previous night you are all given new tasks. The crew must work through another day before they get to rest. "Get to it. The Captain isn't happy we are behind and if I don't get to sleep neither do you!" Scourge replies to complaints with the threat of his whip also.

Aria: 1d6 ⇒ 4 Hauling Rope and Knot Work
Reinald: 1d6 ⇒ 3 Swab the Decks
Rrruh: 1d6 ⇒ 3 Upper Rigging Work
Sapphire: 1d6 ⇒ 6 Special Occasion (Ambrose not Drunk)
Day and Night Actions are back in. You 4 must also make a DC 18 Con check at the end of this shift to avoid becoming Exhausted, which means Aria and Reinald have to make two checks. Rigging checks are at -2 also from the lingering weather.

Plugg heads below to the Bilges and shines a lantern into the eyes of Hunter. "Getting all comfortable like down here. Good. I'm gonna make sure your stay here is worse than death. You'll wish for the end everyday. Your new job is to clean the bilges EVERY day. Cap'n's orders. Haha." He unlocks Hunters shackles and leaves.
Hunter you don't have to make any extra Con checks than normal and you now have Man the Bilges as your permanent job.

DM rolls:

Swim: 1d20 + 13 ⇒ (9) + 13 = 22
Swim: 1d20 + 13 ⇒ (11) + 13 = 24
Swim: 1d20 + 13 ⇒ (1) + 13 = 14 1d3 ⇒ 2
Swim: 1d20 + 13 ⇒ (7) + 13 = 20
Swim: 1d20 + 13 ⇒ (6) + 13 = 19
Swim: 1d20 + 13 ⇒ (9) + 13 = 22
Swim: 1d20 + 13 ⇒ (2) + 13 = 15 1d3 ⇒ 2
Swim: 1d20 + 13 ⇒ (20) + 13 = 33
Swim: 1d20 + 13 ⇒ (1) + 13 = 14 1d3 ⇒ 2
Swim: 1d20 + 13 ⇒ (5) + 13 = 18
Swim: 1d20 + 13 ⇒ (10) + 13 = 23
Swim: 1d20 + 13 ⇒ (16) + 13 = 29
Swim: 1d20 + 13 ⇒ (5) + 13 = 18
Swim: 1d20 + 13 ⇒ (5) + 13 = 18
Swim: 1d20 + 13 ⇒ (16) + 13 = 29
Swim: 1d20 + 13 ⇒ (2) + 13 = 15 1d3 ⇒ 3
Swim: 1d20 + 13 ⇒ (6) + 13 = 19
Swim: 1d20 + 13 ⇒ (18) + 13 = 31
Swim: 1d20 + 13 ⇒ (12) + 13 = 25
Swim: 1d20 + 13 ⇒ (10) + 13 = 23
Swim: 1d20 + 13 ⇒ (15) + 13 = 28
Swim: 1d20 + 13 ⇒ (13) + 13 = 26
Swim: 1d20 + 13 ⇒ (9) + 13 = 22
Swim: 1d20 + 13 ⇒ (15) + 13 = 28


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

sailor: 1d20 + 5 ⇒ (8) + 5 = 13
con: 1d20 + 1 ⇒ (14) + 1 = 15
con: 1d20 + 1 ⇒ (8) + 1 = 9

Reinald works steadily though his limbs are getting numb he tries to keep pushing but he is at the end of his endurance. He says little.


[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 hauls Tilly on board with the assistance of her friends, very glad that she'd made such strong connections over the last week. She does her best to ignore Scourge's words, she'd dive in again without thought if any of her friends went in. She pauses for a moment, looking at Reinald, and simply smiles.

Groaning at the lack of sleep, she plods back down to the galley, only to be told the captain wanted a feast to celebrate surviving through the storm. Trying to summon the enthusiasm for something new despite her tiredness, she accompanies Ambrose and does the required butchering with a minimum of effort, using the blade with cold efficiency and focusing totally on the task.

DC 10 Profession (cook): 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25 working diligently

con check: 1d20 + 1 ⇒ (10) + 1 = 11 now exhausted

later
As the group sits together eating their meal, she manages a smile despite her tiredness. She leans over to Rrruh and whispers conspiratorially in his ear:

Rrruh:
I didn't get a chance to thank ye till now for taking me place on the rigging yesterday. Now, one good turn deserves another, and I've come in to possession of something I think our friend the pretty fish with the pretty voice might be very excited about, and I thought you might like to gift it to her. I ain't got no pretty bows or anything though, yer on yer own for that!

she leads him down to the crew lockers and produces a coat pistol from her own well-secured chest, passing it over with a smile and patting his shoulder as she heads off to her hammock.

Night action is bed early to recover from exhaustion and fatigue!


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 gets to work on her shift.

Profession Sailor: 1d20 + 4 ⇒ (8) + 4 = 12
Con Check (working diligently): 1d20 + 4 ⇒ (12) + 4 = 16
Con Check #2 (DC18): 1d20 + 0 ⇒ (15) + 0 = 15

Aria calls it quits early again. She was far too tired to get anything done regardless.

Resting early to recover from fatigue


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 mans the bildges fort: 5 + 1d20 ⇒ 5 + (4) = 9
not sure what I'm suppose to roll


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)

Even super tired the nimble catfolk scampered up the rigging quite easily. He was abuzz with excitement, friend Sapphire had given him a great gift indeed... though he was not entirely sure what the gift was. He was sure she knew what she was doing though. On one of the trips down the mast for more rope to repair some of the upper rigging the amiable catfolk stopped by to chat his new friend Crimson Cogward up
hehe SO he is indifferent to Rrruh, which means to the ninjapirate mao he is a friend *lawls*

Hello friend Crimson... Nasty blow yesterday yes yes? I was wondering if you perhaps had any experiance with girls... I want to tell the pretty fish i think she is well pretty. Any ideas?" He asked amiably chatting the man up again before getting back to work.

By the end of his daytime shift he was pretty much exhausted...
profession sailor: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
influence: 1d20 + 6 ⇒ (9) + 6 = 15
con check: 1d20 + 1 ⇒ (4) + 1 = 5

Friend Hunter, manning the bilges is swab task 1. It requires a dc 12 Strength check, and at the end a DC 10 Con check to avoid fatigue.


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

finishing task str: 2 + 1d20 ⇒ 2 + (14) = 16
thanks Rrruh

So hunter finishes his job, but is out of breath.


Human

After a looong couple days everyone is exhausted except Hunter who is merely fatigued. most of the crew quickly fall asleep, similarly tired. Going to bed early instead of staying up for any entertainment or socializing will remove exhaustion and fatigue.

Day 10
With the storm finally behind the Wormwood's path you can see the sun for the first time in days and it feels glorious on your skin as you all come on deck. It is short lived for Hunter as he is sent straight to the bilges to work.
Aria: 1d6 ⇒ 5 Runner(can take 10 now)
Reinald: 1d6 ⇒ 3 Swab the Decks
Rrruh: 1d6 ⇒ 3 Upper Rigging Work
Sapphire: 1d6 ⇒ 2 Cooking

Day 11
Another day of good winds and weather, the Wormwood makes good speed towards her intended destination. Hunter is again sent straight to the bilges.
Aria: 1d6 ⇒ 5 Runner
Reinald: 1d6 ⇒ 6 Repairs (can take 10 now)
Rrruh: 1d6 ⇒ 1 Rigging Repair
Sapphire: 1d6 ⇒ 5 Bull Session
As the afternoon wears on, Mr. Plugg calls all of you together on the main deck. At his feet lie four crab pots. "Cap'n wants fresh crab for supper. Fill these us!" Plugg points to a reef lying some 200 feet north of the ship and instructs you to swim to the reef, fill the pots with crabs, and swim back. Rosie is sent with you.


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

day 10
man bildges: 2 + 1d20 ⇒ 2 + (11) = 13
fort: 5 + 1d20 ⇒ 5 + (8) = 13

day 11
man bildges: 2 + 1d20 ⇒ 2 + (18) = 20
fort: 5 + 1d20 ⇒ 5 + (9) = 14

these rolls are before applying any fatiguing affects.


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

Day 10
sailor: 1d20 + 5 ⇒ (8) + 5 = 13

Day 11
sailor: 1d20 + 5 ⇒ (4) + 5 = 9

This also is before applying exhaustion. Not sure how much and if sleep recoops anything.


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)

Day 10
profession sailor up rig work: 1d20 + 4 ⇒ (18) + 4 = 22

At some point during day 10, the lithe catfolk would take a quick break from his duties to drop down on the pretty Aria diligently going about her duties ferrying messages back and forth. That job still made no sense to him but none the less she seemed to be getting good at it.

He swallowed nervously. Hello friend Aria, glad to see your duties are going well... I uh... I wanted to give you this as a regard gift yes yes. He squirmed a little for a moment unsure of what else to say or do.
"You the prettiest thing i have ever seen. he whispered lowly handing her the coat pistol that friend Sapphire gave him. Once it was in her hands He gave her a nervous bow and shot back up into the rigging blushing furiously.

day 11
profession sailor repair: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14
He spent the next day working hard ...when he is called to the deck and the mission about the crabs makes him swallow a bit.

Swim? to the reef? He said nervously his tail lashing back and forth for a moment. His ears lay flat back and his tail lashed back and forth a moment. He did not look thrilled.


[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 a couple of days winding down following the storm, immersing herself in her work and spending time relaxing with the crew, deliberately unconcerned about anything other than what's right in front of her at any given minute.

Day 10
If Kroop is drunk, then take 10 on cooking for a total of 15 (INT and cookbook!)
Day action: Sneak Sapphire will nip off to a hidey-hole nearby the captain's cabin or officer's quarters (wherever they are known to hang out to discuss officer things!), she'll eavesdrop to see if she can get any idea where the ship might be headed.
perception: 1d20 + 3 ⇒ (7) + 3 = 10
Night action: General talk with her companions

Day 11
Day action: influence
Sapphire will invite Grok to join in the bull session and have a drink with her and Ambrose. Sapphire will ask about the places Grok has visited and the different alcohol she's drunk.
DC 5 fort save: 1d20 + 3 ⇒ (3) + 3 = 6
alchemical bonus to CHA: 1d4 ⇒ 2
influence Grok: 1d20 - 1 + 4 + 2 ⇒ (8) - 1 + 4 + 2 = 13
Tipsy from the rum, Sapphire will also visit Owlbear and take him some rum in a cup. She feels sorry for him and how she's treated, so will be kind, though she's not expecting much conversation!
influence Owlbear: 1d20 - 1 + 2 ⇒ (12) - 1 + 2 = 13
Night action: General talk with her companions

Just as a general note about her night actions, she isn't particularly enamored of any of the entertainments (she's unsuited to any of them really, no STR, CON or CHA!) and has ample opportunity during the day to talk to NPCs so likes to spend the time in the evening with her group

When called to the deck to go crab fishing she is very happy indeed, grabbing a pot and diving in to the water with no further invitation needed to get wet under orders! She'll swim around the others playfully as the party makes its way to the reef and aid anyone who is struggling. She appears to love being in the water.


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)

So even though it seems like a bad idea, i sort of purposely made sure not to take ranks in swim... hehe meow and all, and yeah i know most big cats love the water, just figured it would be fun.


Human
I wrote:
After a looong couple days everyone is exhausted except Hunter who is merely fatigued. most of the crew quickly fall asleep, similarly tired. Going to bed early instead of staying up for any entertainment or socializing will remove exhaustion and fatigue.

Mainly that means skipping your valuable night action to recover. Otherwise yes you would be fatigued for day 10. Fatigue after a job mainly affects any evening activities. Just so everyone knows, CON checks for fatigue after jobs are not FORT saves. Only add you constitution bonus not your fort save bonus.

On day 10 Sapphire finds it easy enough to listen in on the Captain above if she is able to get an ear to the galley ceiling. This time she hears him quite angry at how far behind schedule the storm had put them and mostly taking it out on the cabin girl he refers to as "Caulky". Longfarthing the Sail Master speaks of her course calculations and that the current good wind conditions means they will be little more than a day or two behind. Though angry he doesn't seem to direct it towards her as she assures him the plan will go off perfectly as planned.

On day 11 Reinald gets threatened with a whipping if he doesn't put in more effort with his job, the whip cracks several times behind him that day.

Grok joins in the bull session and tells tails of growing up in port Peril, how she got the scar on her neck from some cutthroats who had left her to die in an alley when she was only 11. She became friends with Kroop after a voyage and they sailed together often enough, going through many tough times together. They seem quite different, where Grok is tough and doesn't take anyone's shit, Kroop is soft and let's the world roll past (and frequeltly over) him.

Owlbear seems surprised and delighted that you have come to see him and accepts the rum with gratitude.
Grok is friendly now, Owlbear already was after Rrruh stepped down after the fight, refusing to finish him off.

Everyone seems to have passed their jobs (waiting on Aria though). Now it is excursion time. TO THE REEF!
"If you like I can give you a little 'encouragement' cat." Plugg says waving around his whip. "Swim. Or the Captain will not be happy."


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

Are we able to take night actions again?


Human

Yes. It was only during the storm that no other actions were able to be 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

Night 11

Reinald gets one of the old maces from the foot lockers wraps it up in his coat and heads to visit Hunter.

perception: 1d20 - 1 ⇒ (13) - 1 = 12

He does his best to see if guards are posted heading to the bilge.


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

Day 10
Taking 10 on Acrobatics so 10 + 2 = 12
Con Check (working diligently): 1d20 + 4 ⇒ (8) + 4 = 12

Finally making it through a day's job Aria decides to perform for the crew.

Perform (Sing): 1d20 + 12 ⇒ (20) + 12 = 32

Showing off more then a little bit Aria lets out a spectacular musical score. Why a bit traditional for the pirate life its beauty was almost unmatched. Smiling warmly the Merfolk will make her way to bed not long after.

Day 11
Taking 10 on Acrobatics so 10 + 2 = 12
Con Check (working diligently): 1d20 + 4 ⇒ (9) + 4 = 13

Finally getting "used to" her job as a runner the young bard makes her way through one more day aboard The Wormwood. That night rather then singing she attempts to get on good terms with another member of the crew.

Diplomacy (with Patch Patchsalt if possible): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
I get to add +2 from the song the day before right?


[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

I think we skipped the swim to the reef and back as we're not at night 11 yet! I'm presuming we have to make a skill check to catch the crabs or we get marooned or something ;)

Sapphire plays around in the water, but as Rrruh shows hesitation, she coaches him in, holding his arm and giving him advice and encouragement.

You can't take 10 to aid another, but with a skill check of +12, Sapphire passes the aid another without rolling, so Rrruh you have a +2 to your swim check!


Human

Night 10
Aria captives several of the crew with her entertainment, some quiet, some loudly yelling or mentioning that no bar wench they had ever heard had sung so well.
+4(epic entertainment because you rolled a 20 so I intervened and doubled the bonus) circumstance bonus on all Charisma-based skill checks made to interact with any listener among the crew for the next 24 hours.

Afternoon 11 you are all given the task of catching crabs for the captains dinner. Get over to the reef pronto ye scurvy dogs! First swim 200ft (take 10 is a good idea).


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

Swim Take 10 for a 15


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 kicks his boots off, and extraneous clothing dives into the water and toward the reef. "The water is great . . . this should be fun."


[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

Once she's sure Rrruh is swimming ok, Sapphire makes a point of swimming in circles around Reinald and splashing him, laughing as she does =D

She does however make a point of ensuring everyone stays roughly together during the swim, being separated here would not be a good idea she thinks.


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 pondered over the request for a moment. She wasn't quite sure where they were and she definitely didn't want to enter any waters in a place she could be spotted. A refreshing swim late and night and near the shore she might go for, but she certainly didn't intend to put herself into a position where she could be spotted.

"Aye so the captain is finally letting me return home? Well then I say well met and ye have a good day!"

After finishing her spiel Aria begins moving towards the edge of the boat. She had no intention of leaving mind you, but the girl had a better head on her shoulders then to let Mr. Plugg know that much.

Edit: I just realized I probably need to make a bluff check here huh?
Bluff: 1d20 + 5 ⇒ (11) + 5 = 16


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 swims out taking 10 the whole way for a 12 total.
He has a move speed of 50, and swim speed is 1/4 of normal speed, so he gets there slightly faster than most people, except for Aria of course who probably has a swim speed of 30.

But he turns around and does wait for everyone once he is on land.


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 dark furred feline made a clear face of distaste and made a good deal of show about adjusting the long short sword like blade on his belt, but he followed the others in kitty paddling at first. After watched the others (and perhaps with a few pointers from the more Aquatic natured members) he was soon happily splashing along with everyone else.

take 10: 10 + 1 = 11


Human

You have 4 crab pots and each one hold 4 crabs. They need to be all filled.

As you come to the reef the water is calm and clear and you see it is quite beautiful. Crabs scuttle around the rocks and various tropical fish species swim around too. There are many dark spots that you can see startled crabs or fish swim into which look to be small caves big enough only for the creatures. Sticking a hand in one of them could yield surprises.

It is rather easy to catch crabs. All checks given in the AP are DC10. So I'll skip making you role for them. It accomplishes nothing.

After a couple minutes of stalking the crabs and catching a few nicely sized specimens for the Captain danger approaches. It seems you are not the only predators in these waters and several creatures have been sneaking up on you. Aria, Rrruh and Sapphire spot the creatures approach and are able to act first.

Dungeoneering DC 11:

Reefclaws! These creatures inflict a strength sapping poison and can grab and constrict their pray.

Updated Encounter Map

Surprise Round
Aria - Rrruh - Sapphire - Creatures

Round 1
Aria - Sapphire - Reinald - Rosie - Hunter - Rrruh - Creatures

DM rolls:

1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (15) + 1 = 16
Aria: 1d20 + 4 ⇒ (17) + 4 = 21
Hunter: 1d20 + 4 ⇒ (10) + 4 = 14
Reinald: 1d20 - 1 ⇒ (14) - 1 = 13
Rrruh: 1d20 + 6 ⇒ (15) + 6 = 21
Sapphire: 1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 6 ⇒ (8) + 6 = 14
Aria init: 1d20 + 2 ⇒ (19) + 2 = 21
Hunter init: 1d20 + 8 ⇒ (3) + 8 = 11
Reinald init: 1d20 + 2 ⇒ (16) + 2 = 18
Rrruh init: 1d20 + 3 ⇒ (6) + 3 = 9
Sapphire init: 1d20 + 3 ⇒ (15) + 3 = 18


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

Dm does my character still not have a weapon going into this fight?


[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 swears as she spots the creatures stalking the party

Knew it were too good ta be true, us enjoyin' our selves ere!

Cursing the fact her blade was locked up safe in her footlocker, she reaches up and pulls her hairgrip free with one hand, deftly depressing a hidden lever and causing a knife blade to flick out, ready for action *snikt*. With her other hand she gestures towards a creature, and with a single word of arcane power fires a blast of ice at it

move action to draw a weapon, standard to cast ray of frost
ray of frost (green creature): 1d20 + 3 ⇒ (13) + 3 = 16
cold damage: 1d3 ⇒ 1


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Just when he was getting half comfortable in the waters . . . He drew out his incredibly sharp Wakizashi as he tread water keeping a wary eye on the beasts.

using my surprise round action to draw a weapon


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

"Should we swim for it I have no weapon. I knew I should have got my cutlass out."


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)

"I have my Nunchaku and my Wakizashi, Close with me You can use my Wakizashi, it is like a short sword." He said to reinald not sure of how well his Nunchaku would work in their aquatic enviroment but willing to try it anyhow.


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

"Won't turn that down." He gladly takes the blade.

Not sure when this will happen. I don't have a surprise round and act after you Rrruh. This is martial or exotic?


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)

As written in rule books... exotic for some reason, though not sure why. *lawls* probably cause its too awesome otherwise, I honestly just figured if I had to give you one of my two weapons that are consided exotic, I should give you the more impressive of the two, and I figure once the monsters move we can make the trade.


Human

need aria and rrruh to post their surprise round actions at least before I can update. It is also fine for you guys to post your 1st round actions also.


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

Round 1
Reniald makes his way to Rrruh and takes the offered blade.

That is likely my full round.


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, Rrruhs full action would have been to draw and wait for them to get closer since swimming is not his thing,

ROUND 1
Handing friend Reinald his Waikizahi he reached down and pulled his nunchuka out as well, doing his best to stay afloat and prepared to strike!

Should we group up so no one gets surrounded by the nasties? He called out unsure of what to do. He was certainly out of his element.


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 looks at the aggressive critters and lets out a soothing voice. Hopefully some of them would be more inclined to sleep then to eat.

If I can I will use a sleep spell on a few of them. I can cast under water right?


[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

First round action
Sapphire will wait for the right moment, then once the creatures have moved in she'll use her superior swimming speed and maneuverability to move around them so she can flank with Rrruh.

Spending an arcane point to gain 10 ft of movement and +2 to AC v AoOs if she needs to move through threatened squares
switchblade: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 -2 if she can't flank
piercing: 1d4 ⇒ 3

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