The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
The Many-Faced GM wrote:
"Hahaha, that's a good one. Any club would do in a fight. You want your stuff back, you pay or barter like anyone else. And just in case you get any ideas, stealing on this ship may end up getting you keelhauled."

Aerel simply stares at the woman for several minutes before walking away. The elf spends the rest of the evening unraveling pieces of rope to begin a new net.

-----------------------------------------------------------------------
Day Job

Climb: 1d20 + 6 + 4 - 2 ⇒ (11) + 6 + 4 - 2 = 19
Climb: 1d20 + 6 + 4 - 2 ⇒ (15) + 6 + 4 - 2 = 23
Climb: 1d20 + 6 + 4 - 2 ⇒ (12) + 6 + 4 - 2 = 20
Climb: 1d20 + 6 + 4 - 2 ⇒ (19) + 6 + 4 - 2 = 27
Climb: 1d20 + 6 + 4 - 2 ⇒ (20) + 6 + 4 - 2 = 28
Climb: 1d20 + 6 + 4 - 2 ⇒ (5) + 6 + 4 - 2 = 13

Perception: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
The Many-Faced GM wrote:

As the morning of the seventh day begins, the rain still falls, and it falls harder than it had been. The wind picks up making working in the rigging even more dangerous.

** spoiler omitted **

On the morning of day 7, Rhemus rushes over to the galley in high-spirits despite the continued rainfall. He looks for opportunities to head up to the Main Deck and continue his conversation with Rattsberger from the night before now that Rosie is working hard and not distracting the other halfling.

Sorry have been very busy at work and with family over the weekend. Missed posting yesterday and could not finish conversation with Rattsberger. Let me know if Rhemus can do that.

Day Action: Cooking + Influence Rattsberger

Profession Cooking + Guidance: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

Rhemus will scurry around the ship whenever Fishguts is distracted by his rum bottle, and will catch up with Rattsberger:

"The weather doesn't seem to be getting any better out there. You think a storm's heading our way?" He sniffs the air with practiced ease and stares out over the dark horizon:

Profession Sailor - Is a storm approaching?: 1d20 + 7 ⇒ (9) + 7 = 16

He looks back at Rattsberger, "You better be careful on the rigging today. Better to tie-yuself to the ship if the sea gets rough."

Diplomacy + Guidance + Enhanced Diplomacy: 1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14
constitution: 1d20 + 2 ⇒ (20) + 2 = 22

Rillum, feeling fully stocked for the first time after being dragged aboard this gods-forsaken ship, greets the day with whiskers full of rain, but new found purpose. I have spices. The rain, storm is coming. Small things need to be tied down. He seeks out and ties a long length of rope around his waist in anticipation of strong winds later.

Tools next, yes. Tools to bite wood. As he runs about the ship, Rillum looks for an auger and handsaw. Afterwords, he finds the area in the middle hold directly beneath the laboratory. If unobserved he moves crates and barrels to screen the area, high enough to give him access to the ceiling.


Curse of the Crimson Throne Roll20
--Sandman-- wrote:

Not a lot of time to post today. Here's the roll.

[dice=Ship Duty- Rat Catcher, Survival (untrained), Guidance, bonus from Slumber Hex]1d20+1+2

If I'm able to help Baltzar during my shift, I will.

You can shirk you're own duty to assist Baltzar with an Aid Another check. You can afford the -2 penalty to your own roll and take 10 to aid another granting her a +2, but you also notice Sandara and Rosie lending her a hand for a total bonus of +4 without your assistance.


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:

[dice=Profession(Sailor) DC 10]1d20+6+2

Repair Duty, again. This time, alone, without others. Well, at least Nivian got to enjoy the rain, working above deck. The riggers did seem like they were having a hard time, though. Nivian looks in the rigging if she can see the strange elf, but is unable to find him. Likely that meant he had duty in the crows nest, looking out.
As if he could see any better in this storm for being an elf. Humans are weird. I do wonder how well that Maheen guy can climb, though.
Misfortune Hex on Maheen, Will DC 14, or he has to roll twice for his climb and take lower. If possible from my position, trying to hex him either when he's high, or above water

[dice=Influence Shivikah]1d20+2+2+1+1
I should try to bond with more woman...if the male crew indeed wants to turn a future captured ship into a "pleasure cruise", then females will be natural allies
"You been in many storms yet? I'd say this one will get worse yet..." Casually opening with a talk about the weather, trying to pick up on whatever topic she may seem interested in.

"Aye, I've been in plenty of storms, and yeah, I tink thisa one will be gettin worse." You two shares some stories about bad storms and better days and her attitude towards you improves to indifferent.


Curse of the Crimson Throne Roll20
Rhemus Frayne wrote:
The Many-Faced GM wrote:

As the morning of the seventh day begins, the rain still falls, and it falls harder than it had been. The wind picks up making working in the rigging even more dangerous.

** spoiler omitted **

On the morning of day 7, Rhemus rushes over to the galley in high-spirits despite the continued rainfall. He looks for opportunities to head up to the Main Deck and continue his conversation with Rattsberger from the night before now that Rosie is working hard and not distracting the other halfling.

Sorry have been very busy at work and with family over the weekend. Missed posting yesterday and could not finish conversation with Rattsberger. Let me know if Rhemus can do that.

Day Action: Cooking + Influence Rattsberger

[dice=Profession Cooking + Guidance]=1d20+6+1

Rhemus will scurry around the ship whenever Fishguts is distracted by his rum bottle, and will catch up with Rattsberger:

"The weather doesn't seem to be getting any better out there. You think a storm's heading our way?" He sniffs the air with practiced ease and stares out over the dark horizon:

[dice=Profession Sailor - Is a storm approaching?]1d20+7

He looks back at Rattsberger, "You better be careful on the rigging today. Better to tie-yuself to the ship if the sea gets rough."

[dice=Diplomacy + Guidance + Enhanced Diplomacy] 1d20+6 + 1 + 2

There is definitely a storm approaching, and will probably hit within the next 48 hours.

"Aye, that's not a bad idea lad, thanks for the tip." Rattsberger's attitude has improved to Helpful.


Curse of the Crimson Throne Roll20
Rillum 'Bilge' Jimmings wrote:


Rillum, feeling fully stocked for the first time after being dragged aboard this gods-forsaken ship, greets the day with whiskers full of rain, but new found purpose. I have spices. The rain, storm is coming. Small things need to be tied down. He seeks out and ties a long length of rope around his waist in anticipation of strong winds later.

Tools next, yes. Tools to bite wood. As he runs about the ship, Rillum looks for an auger and handsaw. Afterwords, he finds the area in the middle hold directly beneath the laboratory. If unobserved he moves crates and barrels to screen the area, high enough to give him access to the ceiling.

You find the wood working tools you are searching for in the same area where you rescued the monkey from. Make a Stealth check or be spotted by Owlbear.

Owlbear Perception: 1d20 - 2 ⇒ (17) - 2 = 15


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

stealth: 1d20 + 8 ⇒ (19) + 8 = 27

The mountain, bird man lumbered about the hold, but Rillum easily avoided his notice.


Curse of the Crimson Throne Roll20

The day's end work bell sounds and there is little to do during the Bloody hour. Rum rations are passed about as normal and a particularly delightful dinner is served. Strangely enough, rumor has it the captain is particularly excited about the oncoming storm.

PC's can take night and sleep actions as normal.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Today, Nivian accepts Rhemus usual offer to Purify her drink. With a storm coming, the rum would help calm the nerves, and provide heat from the inside when the cold wind and splashing water would wash over her.

Evening action:
During dinner and the social gathering after, she attempts to lift some spirits with the power of song. If the captain is excited, things can't be bad, after all, right? Right.
Perform(Sing): 1d20 + 7 ⇒ (18) + 7 = 25 Keeping my ears open regarding that rumor...

Night action 1:
Afterwards, she seeks out Ratline Ratsberger, having seen him talk with Rhemus and Rosie recently. "Hey, we never really got to talk, I'm a...friend of the cook's mate, too, I saw you talk yesterday and..."
Influence Ratsline Ratsberger: 1d20 + 2 + 1 + 1 + 2 ⇒ (6) + 2 + 1 + 1 + 2 = 12

Night action 2:
Later that night, as usual, Nivian finds Syl, and tries to convince her to try and talk with others of my Clique. Also asking her if she has any idea what the Captain is excited about, since she's been on the ship longer.
Influence Syl to bond with Group: 1d20 + 2 + 1 + 1 + 2 ⇒ (5) + 2 + 1 + 1 + 2 = 11 Trying to better her Attitude, or go and try making a diplomacy-check against someone else in our group. (Probably Baltzar, but anybody is fine)

The weather is giving Nivian reserves of strenght she did not think possible, and despite the short night, she wakes up refreshed and feeling well the next morning.
Constitution DC 18: 1d20 + 1 ⇒ (20) + 1 = 21


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

That evening once Rhemus and Fishguts have finished preparing the meal, but before they head out to serve the Crew, Rhemus will try and intercept the Cabin-Girl when she comes for the Captain's food. He will engage her in a short conversation:

"Evenin' Miss Tarroon. Hope ye and the Captain enjoy this special meal we have prepared this night. I also hope yer job as chief taster for the Captain has improved now that I am helping Master Kroop prepare the meals. Many of the Crew have shared that they have noticed a difference, what do you think? Is the food to yer likin'?"

Evening Activity trying to Influence Cabin-Girl.

Diplomacu + Enhanced Diplomacy: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Oh, I forgot about the addiction thing I still have the -2 penalty on my sheet, and we've been purifying my rum (at least I hope I am right in assuming that) Am I still addicted, need to make any rolls to see?

As for her night actions, Baltzar will just go to bed tonight to wake up refreshed in the morning.

Really stressed and tired myself today (been a rough week) so I can't think but I should be okay tomorrow after some sleep myself


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Aerel carefully climbs down from the crow's nest after a bracing day of rain soaked misery watching for other ships. He takes the purified rum ration and eats his meal in silence.

After the meal, he goes below decks to get out of the rain and start manufacturing another new net.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman spent the evening getting prepared for the storm. He gathered two lengths of rope, one short and one long. The long one he tied into a lasso line. The short one he tied through the eyelet ring of a gaff hook and attached to his sturdy belt It would serve as a mobile anchor point if he needed one.

Then he went through each and every sail line personally, retying any that had become loose and repairing frayed lines with twine splices.

Taking 10 on profession sailor to spot check the lines in preparation for the storm.

He spent the evening at his usual spot at the prow, looking out into the choppy ocean.

Once everyone is asleep I'm going to give Fipps two more Sow Thoughts to continue layering on thoughts of hate, homicide and paranoia about Tate. DC 15 will saves. The first thought is that Tate is planning to ambush him after the storm when they are all tired. The second is that if he has a chance, he might be able to push Tate overboard during the storm.


Curse of the Crimson Throne Roll20

@Rhemus - The cabin girl meekly speaks up that the food is definitely better since you've arrived. She's even less afraid of being poisoned since your arrival.

@Aerel - You have completed one net. Make a new craft check to represent progress on the new net.

@Baltzar - Make two Fortitude saves DC 5 vs. the rum addiction. You need 2 consecutive saves to kick the addiction. Also, make a Diplomacy check with a +2 bonus if you would like to attempt to influence Syl's attitude.[/ooc]

@Sandman - Fipps's hate continues to grow for Tate, but not quite as quickly as you had hoped.

@Nivian - Rattsberger's attitude seems to have improved as he even waves as he sees you approaching.

DM Rolls:

Fipps Will Save: 1d20 - 1 ⇒ (8) - 1 = 7
Fipps Will Save: 1d20 - 1 ⇒ (16) - 1 = 15


Curse of the Crimson Throne Roll20

It seems the morning bell rings extremely early as all hands are called to the main deck. Most of you have probably already been awoken by the tossing and rough waters of the storm. Everyone is ordered into the rigging to keep the ship on course, even the cook's mate.

No Daytime activities occur today with the storm raging on.

Rillum: 1d6 ⇒ 4 Rope Work DC 12 Profession (Sailor) or Dexterity check.
Sandman: 1d6 ⇒ 1 Rigging Repair DC 12 Climb check for 30 feet and a DC 12 Profession (Sailor) check or Dexterity check.
Baltzar: 1d6 ⇒ 6 Mainsail Duties DC 12 Profession (sailor) or Strength check.
Aerel: 1d6 ⇒ 6 Mainsail Duties DC 12 Profession (sailor) or Strength check.
Nivian: 1d6 ⇒ 2 Line Work DC 12 Profession (sailor) check or Dexterity check.[/ooc]
Rhemus: 1d6 ⇒ 3 Upper Rigging Work DC 12 Climb checks for 50 feet and a DC 12 Profession (sailor) or Dexterity check.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Fortitude: 1d20 ⇒ 12

Fortitude: 1d20 ⇒ 20

Those may be a -1... not 100% sure if I should still have the -2 Con or not? Though, yay it doesn't matter to the rolls themselves, just whether or not I still do now?

Diplomacy vs. Syl: 1d20 + 4 ⇒ (19) + 4 = 23

Sailor: 1d20 + 5 ⇒ (20) + 5 = 25


Curse of the Crimson Throne Roll20
Baltzar Callinova wrote:

[dice=Fortitude]1d20

[dice=Fortitude]1d20

Those may be a -1... not 100% sure if I should still have the -2 Con or not? Though, yay it doesn't matter to the rolls themselves, just whether or not I still do now?

[dice=Diplomacy vs. Syl]1d20+4

[dice=Sailor]1d20+5

No more penalty. Skipping or diluting the alcohol would at least allow you to heal one point of ability damage a night.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Of course they put me on the climbing duties. Those a&&%*@@s.

Climb, Guidance: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 False start
Climb, Guidance: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23 10 feet
Climb, Guidance: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 no progress, no fall
Climb, Guidance: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9 No progress, no fall
Climb, Guidance: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 10 foot fall
Damage: 1d6 ⇒ 4

2nd attempt
Climb, Guidance: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9 False start
Climb, Guidance: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 False start
Climb, Guidance: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 10 feet
Climb, Guidance: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16 20 feet
Climb, Guidance: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 30 feet

Profession Sailor, guidance: 1d20 + 5 ⇒ (20) + 5 = 25

Sandman wasn't much of a climber. The tossing ship and wet lines meant that it took him a long time (and a painful fall back to the wet deck) before he got himself into position to do his job. Once there though, he performed with unearthly mastery. Ropes seemed to pull themselves to his hands and come alive, tying and untying themselves like the tendrils of some great beast.

Mask uses Prestidigitation to move ropes in minor ways, jedi-style, in order to Aid Sandman and nearby allies who are in the rigging.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

The Line Work, working with Sails, by it's nature, was hard work. It would have been even harder for some landlubber, but Nivian knew how to do it properly, using weight and shifts in the wind to more easily achieve her goals.
Profession Sailor: 1d20 + 6 ⇒ (14) + 6 = 20
No action but possible the roll is sufficient to help some NPC nearby not doing as well(they look out for us, we can also look out for them)


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Aerel steps up next to Rhemus as they approach the mast. Elven - "I can work the rigging and you can stay down here today."


Curse of the Crimson Throne Roll20
Aerel De'Cawen wrote:
Aerel steps up next to Rhemus as they approach the mast. Elven - "I can work the rigging and you can stay down here today."

I'll allow the switch if Rhemus agrees.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

DC12 Dex: 1d20 + 3 ⇒ (9) + 3 = 12

Rillum dedicates himself to the line, being careful to keep himself lashed to his station at all times. He performs competently, but uninspired.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
Aerel De'Cawen wrote:
Aerel steps up next to Rhemus as they approach the mast. Elven - "I can work the rigging and you can stay down here today."

Rhemus looks at the elf with new found respect, and nods at him:

Elven:

"Thank you Aerel. I will work on the mainsails then."

He rushes off to the mainsail rigging and starts pulling down the flapping canvas:

Profession Sailor + Guidance: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Was having problems accessing the Paizo site yesterday. Does the Cabin-Girl attitude shift towards Rhemus?

He will also tie a rope to his sturdy leather belt, as an anchor to keep him attached to the mainmast should the swells get very rough.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Climb: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Climb: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
Climb: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Climb: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Climb: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21

Sailor: 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12

Even in the foul weather, Aerel adroitly climbs the mast into the upper rigging. Heedless of the wind, rain and swells rocking the ship, the elf walks along the beams with the greatest of ease, attending to the lashes and lines.


Curse of the Crimson Throne Roll20
Rhemus Frayne wrote:
Aerel De'Cawen wrote:
Aerel steps up next to Rhemus as they approach the mast. Elven - "I can work the rigging and you can stay down here today."

Rhemus looks at the elf with new found respect, and nods at him:

** spoiler omitted **

He rushes off to the mainsail rigging and starts pulling down the flapping canvas:

[dice=Profession Sailor + Guidance]1d20+7 + 1

Was having problems accessing the Paizo site yesterday. Does the Cabin-Girl attitude shift towards Rhemus?

He will also tie a rope to his sturdy leather belt, as an anchor to keep him attached to the mainmast should the swells get very rough.

Yes, Caulky Tarroon, the cabin girl's attitude has improved by one step towards Rhemus.


Curse of the Crimson Throne Roll20
Aerel De'Cawen wrote:


Even in the foul weather, Aerel adroitly climbs the mast into the upper rigging. Heedless of the wind, rain and swells rocking the ship, the elf walks along the beams with the greatest of ease, attending to the lashes and lines.

Aerel:
Aerel, where is the +4 bonus coming from? I believe you're adding in the "Work Diligently" daytime activity which I'm afraid you technically can't do during the storm. If so, you need 2 more successful climb checks vs. DC 12.


Curse of the Crimson Throne Roll20

The day shift passes in a blur of wind, water, and thunder. Thunder cracks dozens of times over the hours, then it grows eerily quiet before resuming again. Several times you notice various crew jump at the unexpected booms. Waves crash over the sides of the ship, but she stays afloat. Suddenly, the cries ring out. "MAN OVERBOARD!" Within seconds, everyone is aware that Crimson "Cog" Cogward has been washed overboard by one of the waves.

DM Roll:

Random: 1d22 ⇒ 18


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian, working with the ropes, quickly picks up one end of a rope as long as possible, shouting:"Grab the other end of the rope!" to anybody nearby, then jumps overboard with it, swimming to Crimson and trying to tie the rope around him.

I have no idea what kind of checks I should roll here. I see quite well, and if I get close, feel where he is due to Water Sense. I don't need Swim checks to move, and can Run while swimming, and take 10 if endangered for 23...(stormy water should be 20...if this is superstormy and I feel I cannot swim in it, could I dive and swim there?)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Dah! Foolish, foolish man. He does not protect, not tie.

With a sniff, he turns back to his work, then watches, aghast and surprised as Nivian dives after the fool.

Work! So much work, talking and yelling, explaining and . . . Ah! So much work! And she swims away!

Rillum crawls to the edge and unspooling his line, ties the end to the nearest bucket. Carefully, he gauges the weight, judges the distance to the man between the waves, and throws with a skill and strength that belies his small size.

1d20 + 4 ⇒ (20) + 4 = 24

The bucket floats as if on wings directly into the hands of the pirate.

"I do my part! Now all pull! Save man, save fish lady!"


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman slides down the lines to the deck, ignoring the rope burns and runs to Nivian's line, starting to haul as soon as she gets a grip on their castaway.


Curse of the Crimson Throne Roll20

Cog is washed overboard and swims hard, barely able to keep his head above water. Nivian is into the water with a rope in hand almost immediately. Rillum launches a bucket laden rope into the water that lands right across Cog's arms. Sandman and a few of the crew grab onto Nivian's rope while Sandara and a few grab the line that Rillum launched. Both Cog and Nivian are hauled back in within seconds and an awful crisis is averted is less than a minute.

Once on board, Cog drops to his knees and coughs for a moment, before thanking everyone for rescuing him, especially Nivian for risking her own life. A side of Cog is witnessed that has never been seen before. Within minutes, both Master Scourge and Mr. Plugg are shouting for those that aren't manning stations to get back to work.

With both back on board and the storm raging on, the work continues. Everyone continues to man their previous post as the storm flows on. Fishguts slowly makes rounds with simple biscuits to attempt to keep the crew fed.

PC's must continue to work doing their previously assigned tasks (unless traded/trading) into the evening shift, still without taking any daytime activities.

Rillum: Rope Work DC 12 Profession (Sailor) or Dexterity check.
Sandman: Rigging Repair DC 12 Climb check for 30 feet and a DC 12 Profession (Sailor) check or Dexterity check.
Baltzar: Mainsail Duties DC 12 Profession (sailor) or Strength check.
Aerel: Upper Rigging Work DC 12 Climb checks for 50 feet and a DC 12 Profession (sailor) or Dexterity check.
Nivian: Line Work DC 12 Profession (sailor) check or Dexterity check.
Rhemus: Mainsail Duties DC 12 Profession (sailor) or Strength check.

Once completed, all PC's must make a DC 14 Constitution check to avoid fatigue.

DM Rolls:

Cog Swim: 1d20 + 7 ⇒ (12) + 7 = 19


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

DC12 Dex: 1d20 + 3 ⇒ (3) + 3 = 6
DC14 Con: 1d20 + 2 ⇒ (6) + 2 = 8

The day's of hard labor and limited sleep, the storm and endless conflict. All these things finally take their toll on the little rat-man. He fumbles with the ropes, accomplishing almost nothing during the night. His shoulders sag and muscles ache.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

anyone want to trade me for a non-climbing duty?

Sandman looks back up the mast and grumbles to himself. His mask laughed at him.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

sorry sandman, i really can't...

Sailor: 1d20 + 6 ⇒ (8) + 6 = 14
Fatigue: 1d20 + 1 ⇒ (1) + 1 = 2

After the events with Crimson, Nivian returns to work, doing her job well, but not exceptional.

Her habit of cutting back on sleep to have more time to act during the nights took it's toll. Working almost nonstop since another short night makes her feel more winded than she ever felt since waking on board the Wormwood.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar goes back to her duties, working extra hard in the storm.

Sailor, working diligently due to the storm: 1d20 + 7 ⇒ (4) + 7 = 11

Wow, seriously? FML


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Climb, Guidence: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11 No progress
Climb: 1d20 + 2 ⇒ (16) + 2 = 18 10 feet
Climb: 1d20 + 2 ⇒ (13) + 2 = 15 10 feet
Climb: 1d20 + 2 ⇒ (14) + 2 = 16 10 feet

Sandman had a much easier time climbing the rigging than he had at the start of the day.
Profession sailor, guidence: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21

As the storm wore on and the crew began to fatigue, Sandman scanned the rigging for enemies that were looking like they were about to drop from exhaustion. He reached out with his mind and gave them a gentle nudge.

Sandman is going to look for someone who is high up in the rigging, not one of our allies, and looks tired (fatigued). If there's someone who meets those criteria, they are going to get Slumber Hex'd (DC 15 will)
Stealth, guidence: 1d20 + 1 ⇒ (17) + 1 = 18

Con check, Endurance: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
The Many-Faced GM wrote:
** spoiler omitted **

Missed that.

GM:

Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Climb: 1d20 + 6 ⇒ (1) + 6 = 7

and two more...

Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Climb: 1d20 + 6 ⇒ (14) + 6 = 20

Aerel hears the cries of man overboard, but he is high in the upper rigging, unable to get down quickly in the raging storm.

Evening Shift

Climb: 1d20 + 6 ⇒ (6) + 6 = 12
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Climb: 1d20 + 6 ⇒ (15) + 6 = 21
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Climb: 1d20 + 6 ⇒ (7) + 6 = 13

Sailor: 1d20 + 4 ⇒ (20) + 4 = 24

CON: 1d20 + 4 ⇒ (11) + 4 = 15

Seemingly unconcerned with the ever worsening weather, the strange elf seems to grow ever more adroit in the rigging, swinging through the lines as though it were the calmest of days. At the end of the evening shift, he clambers down his gait bouncing with excitement. "Koulye a, ki se plezi ki pi mwen te gen depi anba toudisman sou chalan sa a."

Polyglot:
"Now that is the most fun I have had since awaking on this scow."


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus seems flat-footed watching all the excitement around Cog's fall into the sea. He is barely able to make sense of what has happened when the Crew rescues the sailor and helps Nivian out of the water.

This is a good Crew. They look out for each other and are willing to put their own live's at risk... Even the strange rodent man with all his talk about wanting the freedom to attack anyone he wants acted quickly. Besmara smiles on us.

Still very busy at work, sorry for missing all the fun yesterday

He continues working the main sails well into the evening shift:

Profession Sailor + Guidance: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Con Check DC 14: 1d20 + 1 ⇒ (7) + 1 = 8

After the long day and evening Rhemus is exhausted and just wants to sleep.


Curse of the Crimson Throne Roll20

As the storm rages on and the crew fights to keep the ship afloat, the storm takes it's toll on the crew. Maheen appears to doze off while on duty and drops like a stone to land on the main deck with a sickening thump clearly breaking bones in the fall.

As Master Scourge and Mr. Plugg look around, they see Rillum's rope work lacking and take out their frustrations of Maheen's fall on the small rat man. Rillum is lashed three times by Master Scourge. Mr. Plugg gives Baltzar a good talking-to as her duties appear incomplete as well.

The battle against nature continues on into the late night and all available hands continue to battle the storm. Maheem's body is carried off to the officer's quarters before they return to over seeing the survival of the ship.


Rillum takes 9 points of nonlethal damage from being lashed.

PC's must continue their same duties again, although Rillum, Nivian, Rhemus and Baltzar are all fatigued. No other ship activities occur during this period, including working diligently.

Rillum: Rope Work DC 12 Profession (Sailor) or Dexterity check.
Sandman: Rigging Repair DC 12 Climb check for 30 feet and a DC 12 Profession (Sailor) check or Dexterity check.
Baltzar: Mainsail Duties DC 12 Profession (sailor) or Strength check.
Aerel: Upper Rigging Work DC 12 Climb checks for 50 feet and a DC 12 Profession (sailor) or Dexterity check.
Nivian: Line Work DC 12 Profession (sailor) check or Dexterity check.
Rhemus: Mainsail Duties DC 12 Profession (sailor) or Strength check.

Once duties are completed (or not), PC's must make a DC 18 Fortitude save to avoid Fatigue, or Exhaustion if already fatigued.

DM Rolls:

Batlzar Fortitude Save vs. DC 14 Fatigue: 1d20 ⇒ 4
Maheen Will Save vs. DC 15 Slumber: 1d20 - 1 ⇒ (9) - 1 = 8
Maheen Fall damage: 5d6 ⇒ (3, 4, 2, 2, 6) = 17 Damage
Rillum Lashes: 3d6 ⇒ (2, 5, 2) = 9 Nonlethal Damage


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Knowing the importance of her(and the others) work, considering that losing control over the ship in a storm may well spell doom for her newfound comrades, Nivian works perfectly satisfactory still with an iron discipline, and while the long shifts leave her fatigued, she doses her remaining power well enough to avoid becoming exhausted over night.

Profession Sailor DC 12: 1d20 + 6 ⇒ (13) + 6 = 19
Fortitude DC 18: 1d20 + 1 ⇒ (19) + 1 = 20

If there is a short break in her workflow, she attempts to give Rillum, who seems unused to the work given to him, some directions, hopefully helping him do a more satisfactory job despite his fatigue, telling him how to use the wind to his advantage instead of using strenght and weight, both of which he lacked. Also accepting a penalty to my own work check for this if necessary-
The small ratling responded fast, trying to save me and Crimson...and if he is not as calculating as me, i doubt he did it for Crimson, mostly. I may have misjudged him. The directions I give may come as unbidden advice to him, but maybe he will see he also misjudged me...
Aid Another Rillum if possible: 1d20 + 6 ⇒ (14) + 6 = 20, also Casting Guidance on him if possible.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

DC12 Dex: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5
DC18 Fort: 1d20 + 5 ⇒ (1) + 5 = 6

The lashing does nothing to improve Rillum's rope work. His results are even less impressive than before. Even with Nivian's advice, the lashings unweave almost as fast as he ties them.

Save man, get whip . . . Is good reward . . .bah!

Bone deep weariness overtakes him. The end of the shift leaves Rillum unmoving, gasping for air in the sea spray. exhaustion reduces him to Strength of -1.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Taking 15 minutes to memorize Cure Light Wounds twice while "using the head" and taking a moment to go check on Rillum before heading back up the rigging.

Sandman stops next to Rillum as the little rat hauled the heavy ropes. The big man dipped into his pouch and came up with a small handful of bluish sand. "Hold still. This is going to sting."

The sand clotted the lash marks on Rillum's back and Sandman did a short prayer to healing spirits to speed Rillum's recovery.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Not bothering to try to hide the spell. Sandman's a medicine man. This is the sort of thing he's supposed to do.

Then he headed back up the rigging

Climb, Guidance: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Climb: 1d20 + 2 ⇒ (2) + 2 = 4 No progress
Climb: 1d20 + 2 ⇒ (8) + 2 = 10 Nope
Climb: 1d20 + 2 ⇒ (12) + 2 = 14 10 feet
Climb: 1d20 + 2 ⇒ (3) + 2 = 5 fall 10 feet

Damage: 1d6 ⇒ 4

Climb: 1d20 + 2 ⇒ (9) + 2 = 11 No progress
Climb: 1d20 + 2 ⇒ (10) + 2 = 12 10 feet
Climb: 1d20 + 2 ⇒ (10) + 2 = 12 10 feet
Climb: 1d20 + 2 ⇒ (10) + 2 = 12 10 feet

Sandman took another nasty fall on his way up the rigging but picked himself back up and got back to work, seeming no worse for wear despite his injuries.

Profession Sailor, guidance: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19

Con check, endurance: 1d20 + 4 + 4 ⇒ (14) + 4 + 4 = 22
He proved himself tireless, still going strong at the end of the day.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar continues to work, being silent to make sure it gets done right this time.

Sailor: 1d20 + 5 ⇒ (1) + 5 = 6

FML

Constitution: 1d20 ⇒ 15

Seriously, FML


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

At the order to recommence work, Aerel bounds over to the netting and hauls himself back up into the upper rigging. He suffers a slight mistep in the first rung, but quickly recovers and continues up until near the end when the violent rocking of the ship slow him down. Finally reaching his workspace, he must lash himself to the spar and hold on for dear life. His work mostly forgotten in the storm.

After his hours long ride on the bucking bronco, he stumbles back down to the main deck, tired at the end of the 24 hour shift.

Climb: 1d20 + 6 ⇒ (3) + 6 = 9
Climb: 1d20 + 6 ⇒ (15) + 6 = 21
Climb: 1d20 + 6 ⇒ (20) + 6 = 26
Climb: 1d20 + 6 ⇒ (14) + 6 = 20
Climb: 1d20 + 6 ⇒ (9) + 6 = 15
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Climb: 1d20 + 6 ⇒ (3) + 6 = 9
Climb: 1d20 + 6 ⇒ (6) + 6 = 12

Sailor: 1d20 + 4 ⇒ (3) + 4 = 7

CON: 1d20 + 4 ⇒ (1) + 4 = 5


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus although tired continues working the mailsail ropes:

Profession Sailor + Guidance + Fatigue: 1d20 + 7 + 1 - 2 ⇒ (9) + 7 + 1 - 2 = 15
Con Check DC 18: 1d20 + 1 ⇒ (14) + 1 = 15

At the end of the shift Rhemus is exhausted and can barely move.


Curse of the Crimson Throne Roll20

Working for nearly 24 hours straight has clearly exhausted almost the entire crew. The thunder has silenced, the waves have shrunk, the winds have slowed, and the storm has abated. The first rays of the sun can be seen breaking through the cloud cover.

"ONE HOUR BREAK! Then back to your normal duties." shouts Mr. Plugg.

Exhausted characters are improved to fatigued. Fatigued characters are still fatigued.

Rhemus (Cook): Cooking DC 10 Profession (cook) or Intelligence check.
Aerel (Rigger): Rope Work DC 10 Profession (sailor) check or Dexterity check.
Nivian (Swab): Hauling Rope and Knot Work DC 10 Profession (sailor) or Strength check and a DC 10 Constitution check to avoid exhaustion.
Rillum (Swab): Runner DC 10 Acrobatics check and DC 10 Constitution check to avoid exhaustion.
Baltzar (Swab): Runner DC 10 Acrobatics check and DC 10 Constitution check to avoid exhaustion.
Sandman (Swab): Hauling Rope and Knot Work DC 10 Profession (sailor) or Strength check and a DC 10 Constitution check to avoid fatigue.

Daytime activities are usable again.

DM Rolls:

Fishguts Sober 2=Yes: 1d2 ⇒ 2
Rhemus (Cook): 1d6 ⇒ 1
Aerel (Rigger): 1d6 ⇒ 4
Nivian (Swab): 1d6 ⇒ 4
Rillum (Swab): 1d6 ⇒ 5
Baltzar (Swab): 1d6 ⇒ 5
Sandman (Swab): 1d6 ⇒ 4


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman doesn't bother resting. Stopping would just make his muscles start to lock up. He rubbed a bluish ointment onto his bruises and started hauling ropes.

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

Profession Sailor, Guidance: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
[dice=Con check, endurance]1d20+4+4[dice]


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

After having worked all day, and all night, and performing admirably throughout the whole storm, the next day starts, with no sleep before the shift.
And they gave heavy work to Nivian...seeing how she is one of the few who did not start to mess up or drop from exhaustion at the end of the last shift, it may have made sense in some officers mind...but for Nivian, it was too much.
While she did her job, flawless as usual, and tried to keep awake by chatting with her co-workers, near the end of the shift, she felt her muscles give and her mind playing tricks...when the day shift ended and crew was called for their rum rations, Nivian only managed a few unsteady steps before her legs gave way and she broke down on the deck, unconscious.
0 Strenght from exhausted Condition, same as with Rillum earlier.

Profession Sailor: 1d20 + 6 ⇒ (11) + 6 = 17
Influence Sandara: 1d20 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9 I know shes already helpful, but have not spent time with her for a while, plus can't access the crew list from this device, so just consider this spending time with her, keeping bonds strong.
Constitution DC 10: 1d20 + 1 ⇒ (1) + 1 = 2


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Con check, endurance, take 2 >.<: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

During the long day, Sandman spends a little time helping out Scrimshaw, figuring the kid was probably struggling after the long night. Influence check

Diplomacy, Guidance: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

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