
The Many-Faced GM |

Fortitude: 1d20 + 1 ⇒ (4) + 1 = 5
The blood drips down and begins to slightly color the murky water pooled at the bottom of the bilges. It begins to dirty the clothes of those in the bilge, but it's hardly noticeable among the other grime and dirt already in the water.

--Sandman-- |

Sandman wears a sarong. It only goes a little past his knees. Not sure how deep the bilge water is though. I'm not sure Rillum even wears clothes.
Sandman stepped back as the blood began to spread. He didn't particularly want to answer any questions about blood on his clothes.
He moved to the ladder and scrubbed some bilge filth where the blood had spread.
"Let us go. We have done all we can here."

The Many-Faced GM |

As the sun begins to set, the pirates finish up their duties and all head up to the main deck. You guys as well Once all are assembled, Mr. Plugg begins…
”Bring up the prisoner!” he shouts. Some of the pirates cheer and a few minutes later, four pirates return carrying the body of a human male. The cheering halts as the men come on deck and Plugg’s demeanor changes instantly. He intercepts them and seems to be questioning them. A moment later he waves Master Scourge over. After a few questions, Scourge departs the deck and returns a few minutes later with a male human who begins inspecting the body.
You overhear Mr. Plugg’s questioning of the men who brought up the body. They can’t really offer anything other than they found him like this. Plugg waves Master Scourge over and inquires who was in the bilge today. Scourge tells him the bilge rat was.
Master Scourge slowly searches through the crew lingering in the face of most of the new comers until he finds Rillum, then shoves him forward towards Mr. Plugg.
Mr. Plugg sneers at Rillum as he pulls out his cat-o’-nine-tails ”You were in the bilges today, and the last one down there today only minutes ago. Was this man alive or dead when you were down there? Did he say anything to you? What did you do to him? Lie to me and it will be the last mistake you make!” Master Scourge grins widely and readies his whip.
Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19
The human man escorted up by Master Scourge begins to inspect the body of the male human. After a few moments he stands up and tells Plugg and Scourge that the coward apparently bit off his own tongue to take his own life.
Mr. Plugg moves to address the crew.
”It would seem Jakes Magpie is even more cowardly than we thought. Guilty of stealing from the quartermaster, his punishment is keelhauling. He may have bitten off his own tongue to avoid the punishment, but what’s left of him won’t escape his punishment even in death.”
With that, four pirates begin tying ropes to the body in preparation of the keelhauling. Some of the pirates seem distressed by this while others seem to agree it is necessary. Murmuring occurs throughout the crew until the body goes overboard. After about a minute, it is brought back on board and is inspected again before the ropes are cut free and what’s left of the body is thrown overboard for the sharks to finish off.
”Let this be a lesson to anyone thinkin’ they can break our rules.”
Mr. Plugg turns to look at Fishguts who nods his head several times.
”Ahh, and just in time. Dinner is ready ya louts.”
Fishguts starts making his rounds with the rum rations ensuring that every crew member gets one.
Not accepting your rum ration draws negative attention to you. You don’t have to drink it, but you better find a discreet way of disposing of it or you’ll get in trouble. You know this from past experience.
Characters may now perform their night jobs which are listed below. While performing your night job, you may also do a Nighttime Ship Action. Available night jobs are Rest, Leisure (Arm Wrestling, the Hob Lob, and Heave) or Performance. Rest is basically resting, taking it easy, doing little to no exertion for the remainder of the night job. This can also include cleaning your gear (if you had any), praying, watching the waves go by, and pretty much anything relaxing. Leisure refers to games basically. Arm wrestling, the hob lob, and heave are games. Arm wrestling is as it sounds, although performed over a stack of rusty nails and broken glass with the loser taking 1d2+str mod of the winner. The hob lob is sorta like the shotput. You basically throw an item you are not proficient with and whoever throws it the farthest is the winner. There are a few additional penalties. Heave is a drinking game to see who vomits the last. Performance is you attempting to entertain the crew with a performance of some kind. You can only do one night job a day. They all take some time to do.

Rhemus Frayne |

As the sun begins to set, the pirates finish up their duties and all head up to the main deck. You guys as well Once all are assembled, Mr. Plugg begins…
”Bring up the prisoner!” he shouts. Some of the pirates cheer...
Rhemus gathers around the main deck with the rest of the pirates.
I wonder what all the commotion is about... Looks like the whole crew is here, counting off his fellow press-ganged mates. He also mentally takes note of all the other pirates gathered around.Perception to get accurate count of total pirates on the ship: 1d20 + 7 ⇒ (9) + 7 = 16
...and a few minutes later, four pirates return carrying the body of a human male. The cheering halts as the men come on deck and Plugg’s demeanor changes instantly. He intercepts them and seems to be questioning them. A moment later he waves Master Scourge over. After a few questions, Scourge departs the deck and returns a few minutes later with a male human who begins inspecting the body.
** spoiler omitted **
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
When the keelhauling is done.
Thieving against the crew, even one as bloodthirsty and cruel as this one goes against Besmara's Code. He spits after the body as its cast overboard.

Nivian Mazu |
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Sense Motive: 1d20 + 1 ⇒ (16) + 1 = 17 regarding Baltzars Bluff check earlier.
Nivian smiles at her:"Pleased to make your aquaintance, priestess!"
The way she says it implies she knows something is off, but as far as she's concerned, you are a priestess if you say so. I expect we leisurely chat a bit during our shift.
Later that day...Bloody Hour
When the man is brought up for his kielhauling, Nivian watches on with a frown. This ship was already understaffed. Not only must he have done something vile to make them decide on a possibly lethal punishment when they already lack crew, but he was a coward that rather opted for death.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
And not only he would have paid for his crime, the ship was also short a healthy pair of hands more, meaning harder work for everybody else. And seemingly, it was greed that has driven him to this. They were too kind to him, locking him in the bilges. He should have been tied to the mast until he dried up as an statement to others, and his dead body burnt and his ashes cast in the wind. Even in death they threw him into the loving embrace of Mother Ocean and gave his body a purpose.
When she sees the Halfling spit after him, she is shocked that he would honor him with his body fluids, then remembers that most others did not hold liquids in as high esteem.
Later yet...Evening
Nivian happily drinks her Rum Ration at Dinner.
When evening comes, she will mingle with others in the crew, remaining friendly to all but the officers. Also, she will try and entertain them with song, picking out ballads about lonely sailors far from home, with cruel captains and no luck, preferably ones in which said sailor ends up dead.
Perform: 1d20 + 7 ⇒ (12) + 7 = 19
If there is any advances on her, she playfully rejects them, being careful not to insult people or step on someones toes.
And later yet...Night
Nivian will sit on as lonely a spot she can find near the reeling, and watches the ocean in the night until she falls asleep. Been on worse ships than this. Lets see where this goes...

Rhemus Frayne |

After dinner Rhemus will grab his Rum Ration and looks at it with distaste and smells it.
Profession Sailor - What is this stuff? Have I had it on another ship?: 1d20 + 7 ⇒ (8) + 7 = 15
Profession Cook: 1d20 + 6 ⇒ (16) + 6 = 22
If he believes it is rotten or drugged
He says a quick blessing to the Pirate Queen and uses a spell-like ability: Purify Food & Drink. No stealth check right since spell-like abilities have no components?
He takes the purified but still vile beverage and proceeds to "hunt" for the beautiful halfling lass he saw from the Crow's Nest.
Once he finds her, he will approach confidently and using another spell-like ability: Enhanced Diplomacy.
"Young lady can I share a drink with you this evening? My name is Rhemus and you are?" , he says raising his cup and toasting her. He will speak to her about his adventures on The Fury and tries to charm her with his witty banter...
Night Activity - Influence NPC
Diplomacy + Enhanced Diplomacy: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

Rillum 'Bilge' Jimmings |

Perception DC15: 1d20 + 8 ⇒ (1) + 8 = 9
”You were in the bilges today, and the last one down there today only minutes ago. Was this man alive or dead when you were down there? Did he say anything to you? What did you do to him? Lie to me and it will be the last mistake you make!” Master Scourge grins widely and readies his whip.
Rillum shakes off the shove and looks Mr. Plugg in the eye. "I saw him, yes. I saw him dead. It was not me; I did not kill him. He said he was thief, said he wants to die. He was scared, was full of fear, then much blood. His teeth tear his tongue, impressive. Much blood." He raises his leg to show the stains. "I do my work; the work is important and done. Dead coward not my concern, my worry."
bluff: 1d20 + 1 ⇒ (16) + 1 = 17 I hope that the basic truth of what he says is worth some bonuses.
He takes stuff, then is punished. But he takes from thieves. Maybe he takes his own stuff back, takes it again. Still, good to know. good to see.
He watches the contempt on the faces of Rhemus and Nivian. The halfling and fish will not help take back, help get stuff back. Then turns his head toward the Sandman, stoic and unreadable. He may help. I must wait, wait and watch.
Rillum does in fact wear clothes, a full pickpocket's outfit, with one shoe.

Aerel De'Cawen |

At the bloody hour, Aerel seems disinclined to even look up as the man is brought up onto the deck. At the hubbub, he keeps his head down with his hair hanging in his face, trying, and spectacularly failing, to blend in with the rest of the crew and remain unnoticed.
As Fishguts hands out the day's rum ration, the elf greedily gulps it down before his visage changes to one of disgust. He shudders and hands back the cup.
Everything else, I mentioned above when I jumped ahead of the queue.
EDIT: Perception: 1d20 + 2 ⇒ (10) + 2 = 12

--Sandman-- |

There's a sense motive penalty for trying to get a read on creatures of different cultures or species. That might be enough.

The Many-Faced GM |

The rum isn't half bad. It's not very good, but it's passable considering the conditions of the galley. It is not poisoned.
With a slight blush, the halfling lass introduces herself, "Rosie, Rosie Cusswell. Pleased to meet you." You two talk for a while and are able to deduce the following information from Rosie.
1. She hates Mr. Plugg and Master Scourge as much as anyone, if not more.
2. She arrived on board 3 days before you did.
3. Rosie is a swab.
4. With more muscles than most of the male crew members, she is in great physical shape. She is a martial-based class.
5. The quartermaster Grok still has her fiddle and she wants it back.
With your experience on ships you can estimate a ship of this size would need approximately 20 people to crew it. Including the officers, there are about 25 people on board, give or take.
Rosie attitude towards you is now Helpful.

Baltzar Callinova |

She speaks with Nivian some and it becomes clear that she's a witch (especially being a witch yourself, I imagine), but she has a strong faith in Besmara, to the point she sees Besmara as her witch patron. Whether Besmara can be a witch patron or not is up to the GM of course, but it's what Baltzar believes.
Bloody Hour
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Baltzar watches the keelhauling and doesn't seem to be too bothered with it. She takes her rum ration and takes a sip, then heads into the galley area for dinner.
After finishing her dinner and rum ration, she heads out to try to locate her familar (not going to rescue him... yet... just making sure he's okay)
Night Action: Stealth (looking for Romello): 1d20 + 2 ⇒ (12) + 2 = 14
Perception: Take 20+1=21

The Many-Faced GM |

The remainder of the day passes into night without much more fanfare. Your work is not brought up to you by Master Scourge so you can assume you performed at least passably, perhaps thanks to a little extra help from Baltzar. However, you do notice that Master Scourge does tend to keep an eye on you, but so do most of the male crew. Your songs are well received and you receive a few rounds of applause from those up on deck.
I'm interpreting that you are spending the rest of the night job at Rest. Let me know if this is incorrect. Your performances have earned you +2 to any Charisma based checks for the next 24 hours.
After a hard days work and an emotional day, you spend the remaining time at Rest. Your mind is focused on your missing mask and serves as a distraction against everything else that occurs, in both a good way and a bad one.

Nivian Mazu |


Baltzar Callinova |


The Many-Faced GM |

Mr. Plugg wrote:”You were in the bilges today, and the last one down there today only minutes ago. Was this man alive or dead when you were down there? Did he say anything to you? What did you do to him? Lie to me and it will be the last mistake you make!” Master Scourge grins widely and readies his whip.
Rillum shakes off the shove and looks Mr. Plugg in the eye. "I saw him, yes. I saw him dead. It was not me; I did not kill him. He said he was thief, said he wants to die. He was scared, was full of fear, then much blood. His teeth tear his tongue, impressive. Much blood." He raises his leg to show the stains. "I do my work; the work is important and done. Dead coward not my concern, my worry."
Mr. Plugg seems satisfied with your answer and returns his attention to finish addressing the assembled crew. Master Scourge seems disappointed that his lash will be lonely tonight. The Bloody Hour concluded, the crew disperse to enjoy their rum rations and time off the clock.
After getting your rum rations, you are free to mingle with any of the regular crew and each other. I need night job actions and activities from Sandman, Rillum, and Baltzar. All of the regular crew sleep on the lower deck. If everyone is sleeping during the "sleep job" then once I have the above listed input, we'll move ahead to the next day, day 2 on the Wormwood!
As a reminder, witches without their familiars, magus's with out their spellbooks, and alchemists without their formula books cannot prepare new spells or change selected spells.

Baltzar Callinova |

As a reminder, witches without their familiars, magus's with out their spellbooks, and alchemists without their formula books cannot prepare new spells or change selected spells.
Also so as not to cause a reroll, I just edited my above post with my nighttime action, rather than making a whole new post.

Rillum 'Bilge' Jimmings |

Rillum takes his rum ration without comment, but does not drink. Alcohol, ingredients. One day and sticky stuff and burning stuff. Stay still and watch. He attempts to stash the ration with his hidden tinder twigs and tanglefoot bag.
He spends a few moments mingling with his fellow captives. The halfling showed some kindness, and he and the fish hates the pirates' enemies. It is time to know his comrades.
To both Rhemus and Nivian,
"So, you are happy? This is a choice you make, crew now, crew with us, crew with them?"
After brief conversation, Rillum seeks to end a long day. He rests, dreaming of the creative deaths of each of those who mocked him and all of those who stole his property and freedom.
In fact, I can't even retain yesterday's extracts. They last only 24 hours, before they must be prepared again.

Aerel De'Cawen |


Nivian Mazu |

to Rillum, during evening enjoyment-
"Happy is a rather relative term. Little Ratling, I've lived 3 times the average span of one of yours, and if I learned something, then that one best conserves strenght swimming with the flow. Most of our struggles and anger serve no purpose beyond distracting us from whats important. Don't be like the flickering flame, consuming its very sustenance so fast it burns mere hours. Instead, be water, eternal and calm. And remember that even so, Water can be terribly destructive against those who would underestimate it."
Having finished her little speech, her features seem frozen as she thinks of someone, or something, in her past, obviously with great hatred she does not try to hide.

--Sandman-- |

Sandman wandered near to Sandra and said "What can you tell me about the quartermaster?"

Rhemus Frayne |

Rhemus will watch the sun set sitting besides Rosie, and notices the young lass' eyes slowly starting to droop, The poor girl has had a long day, I will let her rest now.
He stands up and kisses her hand most gallantly, "Thank you for an enchanting evening Rosie, it has been the highlight of my day... nay my week! Tomorrow we have another long day ahead of us, please rest and I will see you in the morning."
He leaves the girl, heading down towards the galley. He will check on Fishguts and see if he is sleeping.
Extra Ship Action - Sneak
Stealth+Guidance: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Perception+Guidance: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Rhemus finishes his search of the galley looking for anything of value he can take, but mainly looking for any halfling sized weapons.
He will use a Detect Magic and the 20 on a skill check - from Sneak Activity - to get a 22 Appraise (20 + 2) to take the smallest items with the highest value (maybe spices, poisons or potions?) from the galley.
He will finally take the net and harpoon he has stashed with him back to the lower decks where he has been assigned.
Rhemus returns quietly to the hammock he has been assigned and looks around for the strange elven man he noticed crying in the Crow's Nest, That is one strange hombre... However he looks strong and climbed the rigging like a monkey. He is another ally I need on this ship. He was carrying strange nets hanging from his belt when I saw him at the Formidably Maiden. Maybe he will appreciate this gift.
If Aerel is still awake he will hand him the net and harpoon, saying in elvish, "This is for you. Hide it for now."
He will then hide the masterwork dagger close to his hammock.
Finally tired from a long day at sea, Rhemus will sleep.
Fatigue Check for Extra Action
Constitution DC 14: 1d20 + 1 ⇒ (7) + 1 = 8
EDIT: Rhemus will be fatigued the next day.

Rillum 'Bilge' Jimmings |
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to Rillum, during evening enjoyment-
"Happy is a rather relative term. Little Ratling, I've lived 3 times the average span of one of yours, and if I learned something, then that one best conserves strenght swimming with the flow. Most of our struggles and anger serve no purpose beyond distracting us from whats important. Don't be like the flickering flame, consuming its very sustenance so fast it burns mere hours. Instead, be water, eternal and calm. And remember that even so, Water can be terribly destructive against those who would underestimate it."
"So little fish swims, flows with the water." Rillum narrows his eyes, "but if something, maybe unexpected something changes the stream, the water, then new flow is where the fish might go." He watches her eyes carefully, "And maybe new flow is better, looks good to fish, fish helps to push the rock, alter the stream."
Rillum laughs, a sound completely devoid of humor. "But we talk, we speak little stories. I am not Little Ratling. You are not Little Fish. He holds out a paw in greeting. "I am Rillum, Rillum Jimmings, and I do not like, I dislike nicknames. I am pleased to say your name, what you are called as well."

The Many-Faced GM |

Ah yes, thank you for reminding me. You spend time hunting vermin with some of the other swabs; a male gnome who obviously cannot take his eyes off you and Baltzar, a human male who all but ignores you two, and a human woman who approaches you at a point when you have some distance from Baltzar.
"Hello. You must be one of the new recruits. I'm Sandara Quinn. You don't know me, and I don't know you, but here's what I do know. Girls like us gotta stick together on ships like these to keep the men in check. I believe this belongs to you" she says as she slips you two little belt pouches, both tied shut. One is wiggling a little. In the other is a set of thieves tools. "I'm not good with locks, but put those in the hands of someone who is, and they should be able to open the monkey's cage. It's in the cargo hold, middle deck, near the rear stairs and buried under some other boxes and crates. Just be careful of Owlbear, you can't miss him. I know, I know, I get the "why are you doing this" look a lot lately. Let's just say that in situations like this, it's good to have friends, the kind that watch your back. Quiet now, or they'll suspect something." And with that, she glances around to make sure no one is watching them, and returns to her work. When you open the wiggling pouch, you are relieved to have Carth back at your side.

The Many-Faced GM |

** spoiler omitted **

The Many-Faced GM |

** spoiler omitted **

Rhemus Frayne |
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Before Rhemus is able to head down from the main deck, the angry ratman intercepts him:
To both Rhemus and Nivian,
"So, you are happy? This is a choice you make, crew now, crew with us, crew with them?"After brief conversation, Rillum seeks to end a long day. He rests, dreaming of the creative deaths of each of those who mocked him and all of those who stole his property and freedom.
"Besmara's Code is what I follow, and she states 'End Your Quarrels on Shore: Whatever disagreements one sailor has with another, onboard a ship is not the place to settle them, for everyone’s survival depends on the crew working together. If one member of the crew has a disagreement with another, the place to settle it is on shore—whether this is a port or just a sandy beach.' I look forward to having you and Sandman at my side when we reach our Port or Sandy Beach..."

Rillum 'Bilge' Jimmings |

"Hmm. I hope, I do, I hope that our new comrades are as faithful, as pious as you. If not, may judgement, delivered from the hand, the will of Besmara herself be swift and sure and strong." He watches for the Halfling's reaction. "I am called Jimmings, Rillum Jimmings. I say so you are not inclined, not preposed to use other, maybe funny name. I do not like, take offence from nicknames. In return I would call you more than 'Halfling.'"

Nivian Mazu |

@Rillum
"Hello, Rillum. And my name is Nivian. Pleased to meet you.
Upon extending her hand for the greeting, she mutters a few syllables under her breath.
Stealth to hide casting: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 Since afternoon action retrieved Carth, I can confidently spend a spell now
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
"Life permanently flows...who knows where it will take a little fish, when the waters change."
@Baltzar/+others, but specifically Baltzar
At night, before trying to sleep, Nivian will casually ask the people she came here with some random question about monkeys.(a'la "Do you think it's true monkeys can learn to play an instrument from music sheets?"), just trying to see if anybody reacts to the monkey-triggerword, unless Baltzar mentioned her monkey during day shift and working together, or hinted at something that would suggest she's the person I need to talk with.
@Night
How is mornings handled. From waking up to breakfast/work start is how much time? In other words, do spellcasters have time to prepare, or would we need to do that during night, getting up early and spending a night action?

Rhemus Frayne |

Rhemus nods when Rillum mentions the will of Besmara, and mumbles, "Aye that She is"
"I am more than just Halfling. Please call me Rhemus Frayne. Rillum Jimmings... I can see in your eyes that you have the will and determination... You will carve your name on the ever-changing sea with a saber of terror and triumph. You will fight for plunder, fame, and glory, and earn your place among the legends of the sea.”
Rillum, Sandman, Rosie... My crew grows like the swell of the waves before the storm...

Rillum 'Bilge' Jimmings |

Rillum reacts with surprise as the swell of energies flows over and carries away the aches and bruises of the day.
"A gift." He steps back and gives Nivian an appraising gaze. "I return this gift, no obligation, I wish, I desire. I make, I brew. If you need, I will find. If you need it broken, I can break. If you need opened, I can open. If you need burned, melted, sticky or sick, I can do job. Just ask, want and ask." Rillum leans in close, "I call it my spices, when I find my tools, my stuff, my spices, they work for you once, maybe more."

The Many-Faced GM |

While poking around in the galley some more, you uncover 2 bottles of good quality Chelish brandy worth 20 gp each. Using your magic, you notice a glow coming from a grappling hook hanging on one of the walls.
As the crowd disperses while downing their rum rations, you spot Nivian speaking with a human woman. You make your way over and engage both in conversation and Nivian introduces you to Sandara Quinn. As time progresses, the topic of Cut-Throat Grok, the quartermaster comes up. She is a female half-orc, friends and bunk mates with Fishguts the cook. She is tough, and likes to drink. Some days her and Fishguts drink for hours in their shared-cabin. She keeps the only key to the store which is usually open during the day until sometime in the early afternoon.

The Many-Faced GM |

You'll have about an hour in the morning from sun up until the work really begins for the day. Most crew use this time to shake off the previous days drinking, have breakfast, and get ready for the day in different ways. Prepared casters can use this time to prepare spells, but risk showing up late if they prepare all of their allotted spells. You can prepare less spells, skip breakfast, try to wake up a little earlier, etc.

--Sandman-- |

Sandman drinks down his rum ration as he talks, learning a bit about the quartermaster before going to seek her out.
Night time activity, influence Cut-Throat.
Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21
is she on the deck or is she in her bunk?

Rhemus Frayne |

He will take the brandy. He will leave the grappling hook for now, since he cannot identify the magic. I will need allies who can determine what the grappling hook can do. Will ask Fishguts to share his story. Maybe he values the grappling hook and I do not want to attract attention.

Nivian Mazu |

oh, we do have someone that can lockpick...
"I have another gift for you, Rillum, if you can help me out" - Nivian shows Rillum the Thieves-Tools - "...cargo hold, middle deck, near the rear stairs and buried under some other boxes and crates...there is a monkey in a cage...a monkey that should be free, as a friend told me. There is someone keeping watch, but I'll try to distract those, while you fetch the monkey."
Lore(Nautical Folklore): 1d20 + 8 ⇒ (20) + 8 = 28 (for the next week, I should have a +1 trait bonus to influence people)...totally forgot about that part of my campaign trait
Night action(sorry, retconning that if allowed based on the new informations I gained regarding effects of day job and evening activity)...
Upon reaching the middle deck, she will look for the monkey's location. If someone that could be called Owlbear blocks her way, she will try and influence him, keeping him busy, while Rillum can proceed.
If nobody is guarding the place at night or Rillum has other plans, Nivian will instead try and find the gnome that was looking at her and Baltzar earlier, and try and talk with him. He seemed to have taken a liking to us. I believe we can work with that...
Diplomacy Owlbear or Gnome: 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17
Followed by:
Fortitude Save to prevent being fatigued: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13
In the morning, I will just replenish the CLW-spell i spent, and keep the rest identical, and keep Carth hidden inside my clothing(specifically, in the upper part of my clothes in a place where he won't interfere with most activities.)

Rillum 'Bilge' Jimmings |

Tools! Rillum intended to get extra sleep, but this is too great an opportunity to ignore.
Night task changed to a sneak/steal.
"I will help." He hold the thieves tools in his hands, lovingly. "These are mine now?" If Nivian indicates or answers yes, he lights up in the first sign of true pleasure of the last 24-hours. He tucks the tools into his outfit carefully, so that if he is searched they will not be found and taken from him.
slight of hand to hide object: 1d20 + 9 ⇒ (1) + 9 = 10
His excitement and the long day limits his normal skill to an amateur's effort.
He keeps to the shadows away from the day's reverie and makes his way to the hold.
stealth: 1d20 + 8 ⇒ (20) + 8 = 28
On finding the monkey, he tries to free it from its bonds/cage,
Diable device take10, then 20 if needed: beats DC17 or DC27.
disable device: 1d20 + 7 ⇒ (4) + 7 = 11 if can't take 10 or 20.
And delivers it to Nivian. "A familiar, a companion in magic, I suppose. "

The Many-Faced GM |

Sandman drinks down his rum ration as he talks, learning a bit about the quartermaster before going to seek her out.
Night time activity, influence Cut-Throat.
[dice=Diplomacy]1d20+3
is she on the deck or is she in her bunk?
During this evening, Grok dines with the other officers in the company of Mr. Plugg, Master Scourge, Fishguts, and the Captain.

The Many-Faced GM |
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The officers begin putting out the deck lights signaling to the crew that its time to turn in. Lines form as everyone heads down the flights of stairs to the middle deck and then to the lower deck. Rillum falls in last in line and no one thinks twice about the tired, little ratman with his peg leg moving slowly. Just in front of Rillum is Nivian and as the rest of the crew descends into the lower deck, they slip away unnoticed moving farther into the middle deck. There are no lanterns burning on this level and everything is almost pitch black. Nivian locates a large stack of crates and just before reaching it notices a sleeping form on the ground with a chain around it's neck. The other end is anchored to one of the support pillars. Both can hear the rhythmic sound of the humanoid's breathing less than 15 feet away.
It takes several minutes of cautious moving in the darkness but eventually Nivian locates the cage. Rillum goes to work on the lock, but without being able to see what he's doing he is unsuccessful. He then remembers something that he found earlier. Nivian watches as his small hands work their way through his clothing and eventually produce two small sticks. He places one in each of her hands, and while holding her hand, guides it to the rough wooden floor and quickly uses it to draw a line on the floor. The spark ignites and the small flame comes to life. Rillum returns his focus to the lock on the cage. A moment later as the flame dies down, Nivian sparks the stick in her other hand to but Rillum a little more time. It turns out to be exactly what he needs as less than a minute later the lock on the clicks and pops open. The tindertwig sputters out having finished its duty a brief second later. At the sound of the lock popping open, the humanoid form begins to stir and Nivian can see it rise into a sitting position. Both her and Rillim freeze like winter statues, hesitant to make any moves.
Suddenly the monkey begins to hoot and howl hysterically. After a couple of seconds the sitting humanoid mutters to himself "stupid monkey" and flops back over to return to sleep. The monkey goes quiet and the daring midnight rescue is almost complete. Rillum hangs onto the monkey while Nivian moves some cargo around to conceal the empty cage. They quietly return to the stairs. Leaving Rillum and Romello the monkey in the stair well, Nivian quietly moves to locate Baltzar. She wakes up the other woman, and after a minute or so of convincing manages to get her to accompany her to the stairwell.
Still a little groggy from not being a quite asleep and not being fully awake, Baltzar has to rub her eyes and blink a few times before what she sees fully registers. "Romello? Romello!" she says trying to stifle her elation. The monkey jumps onto Baltzar and the two embrace lovingly. Baltzar can't resist giving Nivian a hug and thanking both her and Rillum profusely. All three find open bunks or hammocks to retire for the night while Romello scampers up a pillar and finds a hidden little spot to sleep out of sight. Moments later, the sound of an exhausted, snoring Rillum is heard through out the deck.

Nivian Mazu |
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"These are mine now?"
"Yes, Rillum, they are yours after the deed is done. I have little use for them, while I believe you are more capable with them-" He offered to "If you need opened, I can open." in his thanks speech before, so could reasonably expect that without meta. Really, why I checked and found out he can ;)
"A familiar, a companion in magic, I suppose. "
"It....would seem so, yes. Not mine, though. I expect this one has a master among the other newcomers. The priestess, I should think."
She smiles knowingly upon saying "priestess", extending her hand for the monkey to crawl up and hold on, before returning it to it's rightful mistress.
--Sandman-- |

That was an awesome scene
Sandman waits patiently near Grok and the cook's cabin.
guess this turns into a later night activity.

The Many-Faced GM |

That was an awesome scene
Sandman waits patiently near Grok and the cook's cabin.
guess this turns into a later night activity.
"Look at this, Fishguts. One of our new crew. He must be lost, cuz the kitchen and the store ain't open. So what do ye want, boy?" the half-orc says as she turns to look up at you.

--Sandman-- |

Sandman grins. "I heard that you two were the only ones aboard this crate who knew how to drink. Also, I thought you might want to get rid of those two masks you're holding onto."
The mask, being a sadist and having nothing else to do, has been spending it's time using prestidigitation to f&!~ with Grok. Pushing things off shelves when she isn't looking. Rattling chests, making the air smell bad, stuff like that.

The Many-Faced GM |

"What do you know about dem masks and what ya got to drink?" Grok replies, noticeably interested.

Baltzar Callinova |

She smiles knowingly upon saying "priestess", extending her hand for the monkey to crawl up and hold on, before returning it to it's rightful mistress.
A cleric of Besmara may give up one domain in exchange for a bird, blue-ringed octopus (Ultimate Magic 117), king crab (Ultimate Magic 119), monkey, or any of the familiars presented in the Core Rulebook. The cleric uses her cleric level as her effective wizard level for this purpose. A ranger who worships Besmara may select any of the creatures listed above as a familiar instead of choosing an animal companion. The ranger’s effective wizard level for this ability is equal to his ranger level – 3.
Since the others already rescused Romello, Baltzar just sleeps rather than getting up in the dead of night to look for him as originally planned.

--Sandman-- |

"I got nothin' to drink. That's why I'm standing here."
"As for the masks, you convince Mr. Kroop here to get us a bottle of something, I'll tell you both all about them."

Nivian Mazu |
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@Baltzar
nice, didn't know that. Regardless, I sensed earlier that you are not truly "just a cleric". But it fits even better that way, because having a familiar will not give your identity away.
@GM
Seemingly both me and Rillum spent our night action retrieving the monkey? I'm fine if I don't have time to influence someone because Rillum needed support, but in that case, do we find anything else while moving the crates and searching for the monkey? Darkvision should help spotting stuff...
Perception if applicable: 1d20 + 8 ⇒ (18) + 8 = 26

The Many-Faced GM |

"I got nothin' to drink. That's why I'm standing here."
"As for the masks, you convince Mr. Kroop here to get us a bottle of something, I'll tell you both all about them."
Sandman Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18
"Sod off. Come back when you got sometin worth drinkin'." She turns and heads into their shared room. Fishguts shrugs and follows her in before closing the door.

The Many-Faced GM |

@Baltzar
nice, didn't know that. Regardless, I sensed earlier that you are not truly "just a cleric". But it fits even better that way, because having a familiar will not give your identity away.@GM
Seemingly both me and Rillum spent our night action retrieving the monkey? I'm fine if I don't have time to influence someone because Rillum needed support, but in that case, do we find anything else while moving the crates and searching for the monkey? Darkvision should help spotting stuff...
[dice=Perception if applicable]1d20+8
You find a lot of items that are not really worth taking. Pieces of catapults that have been disassembled, several barrels of oil, ballista parts, spare sheets, ropes, carpentry tools, empty lanterns, waterskins, sacks, grappling hooks, baskets, several caged pigs, other assorted goods, and a lucky rabbit's foot.

--Sandman-- |

Sandman has a +3 diplomacy. Should be a 19 there.
Sandman shrugs and heads to bed. He could feel the pain chuckling inside him. In a day or so, she'd be begging to give the mask back.
Con check DC 14, Endurance: 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24