
| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            Round 1
Allie draws her dagger and swims around towards the tail of the shark attacking the Sandman. She waits for an opportunity to strike its unguarded flank.
Standard Action: draw dagger
Move: Swim behind shark

| Adventurer#33 | 
 
	
 
                
                
              
            
            Connor's cutlass scraps along the sharks side but the tough hide resists being cut. Sandman's hex fails to put the other shark to sleep. The sharks begin circling the party threateningly.
The sharks will circle then attack. Ashrem next then the rest of you are can act.

| Allende | 
 
	
 
                
                
              
            
            Allende swims towards Ashrem, trying to fight back to back.  He prepares to swing at a shark if it comes towards them.
Readied action to attack.  Everyone remember they have a +1 morale bonus to hit.
Readied Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

| Adventurer#33 | 
 
	
 
                
                
              
            
            shark will save: 1d20 + 2 ⇒ (5) + 2 = 7
you guys suck! seriously I try to give you guys a decent battle and shazaam naptime for the badguys. Next time I am going with the giant octopus in the wreck like I first thought.
Both Sharks fall asleep and being sharks they sink to the bottom and drown. You are now free to swim back to the ship in safety.
okay I need slight of stealth rolls from all of you to sneak the gold on board. Who has the short sword?

| -The Sandman- | 
 
	
 
                
                
              
            
            I can fit quite a bit of gold in my healer's pouch. It's mostly full of my special sand and a bunch of glass vials of medicines. It's also located in front of my crotch like a scottish Sporran, and hanging behind an awful looking mask. My doubt is that none of our shipmates are going to want to reach down the front of Sandman's pants to see if he's carrying contraband.
"Thank you Ananmer." Sandman rumbles, treading water and watching the sharks sink.

| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            I guess it would fall on me, as the rogue, and the assistant ship's cook. Could I possibly suggest that I get the food to the galley for immediate preparation, and then only have to beat Mr. Kroop's (hopefully drunken) perception?

| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            So, here goes nothing...
Slight of Hand, Check 1: 1d20 + 8 ⇒ (11) + 8 = 19
Slight of Hand, Check 2: 1d20 + 8 ⇒ (16) + 8 = 24
Slight of Hand, Check 3: 1d20 + 8 ⇒ (2) + 8 = 10
Slight of Hand, Check 4: 1d20 + 8 ⇒ (13) + 8 = 21

| Ashrem Callister | 
 
	
 
                
                
              
            
            Assuming we can Aid Another on Allie's rolls…
Aid Another #1: 1d20 + 3 ⇒ (11) + 3 = 14
Aid Another #2: 1d20 + 3 ⇒ (15) + 3 = 18
Aid Another #3: 1d20 + 3 ⇒ (6) + 3 = 9
Aid Another #4: 1d20 + 3 ⇒ (11) + 3 = 14
"Don't worry too much about Kroop seeing these. He's a good man underneath the rum. It's the rest of the officers I worry about." Ashrem tell Allie on the way back to the ship.

| Adventurer#33 | 
 
	
 
                
                
              
            
            Kroop has sobered up some by the time you get back to the ship and worse Cutthroat Grok is in the Galley with him when you deliver the Crab and Reefclaw pincers to him. Grok see's Allie fumble retreiving the gold from one of the crabpots. 
She grabs Allies hand What is this you've got here Matie?She asks

| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            "A couple of the boys got a bit randy after our run-in with the reefclaw," Allie replies, matter-of-factly. "I made it clear to then that I would not be taken, but that I could be bought. I hid the money because I know that certain unscrupulous members of the crew would try to claim it as salvage, or outright steal it from me."
She pulls her hand away from Grok, and tucks the coins inside her bodice. She gives the half-orc an appraising look. "Are you interested in sampling my wares, as well? If so, let's negotiate. If not, that's fine, but hands off my wages."
Bluff: 1d20 + 6 ⇒ (1) + 6 = 7 +1 more if Grok's into ladies.
Damn. That sucks. Hope those "plausible lie" bonus kick-in.

| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            "It's Ashrem's. He found it scattered on the reef. I offered to stash it for him, in exchange for keeping some of the more repugnant crew members away from me. Go ahead and take it," she says, retrieving the coin from her cleavage. "I'll tell Ashrem who took his gold, and let him deal with you," she says in a disinterested tone.
Diplomacy/Bluff: 1d20 + 6 ⇒ (10) + 6 = 16 +1 if Grok's into girls.

| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            Allie laughs, "Shares? Sure. Considering what he managed to scrounge," she plunks 4 gold coins in pairs down on the galley table. "Any more would leave none for your good mates. Don't spend it all in one pub."
Bluff: 1d20 + 6 ⇒ (6) + 6 = 12 +1 if Grok's into girls.

| Adventurer#33 | 
 
	
 
                
                
              
            
            Grok laughs Your a hard one ain't ya girl. Grok pockets the offered coins. Let me give you some advice lass. Learn who your friends are and be fair with em. You'll need friend ye can depend on, especially on a ship like the wormwood.
The Captain is pleased with the crab and even more please with the Reefclaw. He give Kroop a potion of cure moderate wounds as a reward. Kroop passes the reward on to you.
evening actions?

| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            After a hard day, Allie decides she could use a drink. She takes the rum without complaint.
Fort Save: 1d20 + 0 ⇒ (18) + 0 = 18
Charisma Enhancement: 1d4 ⇒ 4
Fatigue (hours): 1d8 ⇒ 7
She meets up with her gang, and returns the coins that were stashed in the pots ( paying Grok and Kroop for her own share).
Slight of Hand (pass coins): 1d20 + 8 ⇒ (19) + 8 = 27
"Grok caught me retrieving the coins, but I took care of it. Just don't go flashing coins all over. She thinks we found less than we did," she whispers.
The rum hitting her, Allie decides to flirt with the surly Crimson Cog. "Does anything make a crack in the stony scowl?" she asks him. "Sometimes, soft things are verrry nice, although you look like you're hard all over," she says with a wink and giggle.
Diplomacy: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

| -The Sandman- | 
 
	
 
                
                
              
            
            I think we should give that potion to Connor. As our front liner, he's the one most likely to need it.
Sandman takes his rum ration and joins his fellows, sprinkling a little bluish dust into it and whispering as he raises the small cup.
Purify Food and Drink
What's each person's share of the coin?

| Amamer | 
 
	
 
                
                
              
            
            fortitude: 1d20 + 1 ⇒ (3) + 1 = 4
fatigue: 1d8 ⇒ 4
charisma: 1d4 ⇒ 2
diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
Amamer drinks her rum and gets particularly blitzed, after which she plops down on the deck beside Maheem and looks up at him.
"Too bad we didn't have you out at the reef today," she says, ignoring his hostile expression. "You would've made short work of those sharks I bet."

| Adventurer#33 | 
 
	
 
                
                
              
            
            Maheem scowls down at Amamer when she first speaks to him. Go away little bug, or Maheem will eat you. he growls when the scowl fails to make Amamer leave.
Allie's teasing makes Crimson Cogward blush bright red to his ears but he stays where he is and attempts to hide a smile behind his cup of grog.
several members of the crew have minor injuries from the days work. those friendly to the group come to Sandman for care. make a couple heal checks to help them out Sandman. Sorry things have been lagging I will advance the story tomorrow.

| -The Sandman- | 
 
	
 
                
                
              
            
            Heal: 1d20 + 8 ⇒ (19) + 8 = 27
Heal: 1d20 + 8 ⇒ (19) + 8 = 27
Heal: 1d20 + 8 ⇒ (19) + 8 = 27
Woah, seriously?
Sandman was his usual smiling, helpful self as he saw to the minor wounds of the injured crewmen. They all got superb treatment and simple advice for avoiding future injury.

| Allende | 
 
	
 
                
                
              
            
            Allende continues to try to make friends with Badger.
Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8
but the half elf just seem to have taken an unreasonable dislike to the young cleric.
He thanks Allie as he gets his share. "Sounds like you thought fast on your feet. Good Job."

| Adventurer#33 | 
 
	
 
                
                
              
            
            The heat of the day fades only a little through the night. Bellow decks it is hot and muggy making sleeping difficult. You wake to a cloudless sky. From the moment the sun climbs above the horizon the heat hammers on the ship. there is no place to escape the heat between the decks is hotter than on deck. By noon everyone is dripping sweat and tempers are short.
Hauling Rope and Knot Work: Tying and untying
knots in the ship’s ropes and moving heavy coils of
rope from one part of the ship to another, requiring
a DC 10 Profession (sailor) or Strength check. The PC
must also make a DC 12 Constitution check to avoid
being fatigued at the end of the shift.
Allie 1d2 ⇒ 2 Kroop is drunk again1d6 ⇒ 3
Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day
Ashrem 1d6 ⇒ 4
Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
Amamer 1d6 ⇒ 1
Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 12 Constitution check to
avoid being fatigued at the end of the shift.
Conner 1d6 ⇒ 4
Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
Sandman 1d6 ⇒ 4
Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
rope work: 1d20 + 3 ⇒ (20) + 3 = 23
Ashrem has no trouble completing his days tasks.

| Allie "Cat" Calico | 
 
	
 
                
                
              
            
            Survival, untrained: 1d20 + 1 ⇒ (17) + 1 = 18
Fortune favors Allie today as the fish seem to be plentiful. A couple of casts of the net yield enough fish for the evening meal.
She decides to drop-in to the quartermaster's store and see what her new friend Grok has for sale.

| -The Sandman- | 
 
	
 
                
                
              
            
            Profession Sailor: 1d20 + 5 ⇒ (6) + 5 = 11
Once again, Sandman sings sea chanteys while he hauls and coils rope, keeping up a steady practiced rhythm with Ashrem and Connor, trying to make the coils as easy for Allende to climb with as possible.
At some point, Sandman will cast Bear's Endurance on Allende (under the guise of treating him for muscle strain) to help him with that Con check

| Amamer | 
 
	
 
                
                
              
            
            Amamer heads down to the bilges with a fearful look on her face. The last thing she wants to do is spend the day down in that heat and filth, but there is no choice. She grits her teeth and works hard, getting the job done, but by the end of the day, she barely has the energy to drag herself on deck.
Str: 1d20 + 2 ⇒ (11) + 2 = 13
Con: 1d20 + 1 ⇒ (7) + 1 = 8

| Allende | 
 
	
 
                
                
              
            
            With the heat of the day beating down on him, Allende uses his familiartiy with the task to make the job a little easier.
Diligent, giving a +4 to the Con check.
Profession Sailor: 1d20 + 11 ⇒ (4) + 11 = 15
Con check: 1d20 + 5 ⇒ (20) + 5 = 25
he easily finishes the job and is barely winded.

| Adventurer#33 | 
 
	
 
                
                
              
            
            Well girl your a little lightly armed. I have a number of weapons here if you have the coin and the skill to use them. Grok lays out a number of weapons for Allie to look at.
a starknife
3 cutlasses
a masterwork light crossbow
3 masterwork daggers
10+ of masterwork darts
10+ regular daggers
a +1 shortsword
and a masterwork warhammer
I have armor and other gear back here as well. So tell me what you want and I may have it.
Connor Work Roll: 1d20 + 6 ⇒ (14) + 6 = 20 Connor also has no trouble with the days tasks.
evening actions. Allende you can try to win the masterwork rapier now if you want
 
	
 
     
     
    