|GM/Pirate King Lane|
Yes, you can aid another. Same as usual rules. But, I think I will rule that you should use the same skill as the character you are assisting unless you guys come up with a particularly clever plan like Good Cop-Bad Cop with Diplomacy-Intimidate.
"I haven't been here much longer than the rest of you, but turns out the quartermaster is a bit superstitious. You see, I'm a priest of Besmara and I was able to convince her my things were terrible artifacts of the goddess that would curse her if she continued to hold them. Scared her so bad she threw a few of your things in at the same time. As for reason, don't flaunt it too bad and you should be ok. Scourge seems to have taken a disliking to you like he has me so I wouldn't give him any excuses. As for spiders...this is my first time in the bilges, but something is up there."
It is masterwork.
"Scourge is chief disciplinarian on this ship and Plugg believes in a tight ship. It isn't always a good combination. People take different approaches to these things. That group you roughed up today are Scourge's best buds."
You can apply work diligently to one task per day. So, hunting turtles or cooking would work, but not both as an example. I am allowing people a free action to search areas where most of their work is taking place - the galley for you.
1d17 ⇒ 15
You find a trio of harpoons hanging on Fishguts's wall, but have the impression that much more is in the galley if you can find the time to search it properly.
Ratline laughs, "No, I was a little luckier than you lad. I walked on board a few months back, but I've seen plenty that started like you. You'll be all right. I'm sure they're looping around so we can go out to look for some shipping. With all of you new hands, they'll be taking the long way so they can make sure you new hands get properly trained."
|GM/Pirate King Lane|
We can finish out any other actions or discussions you want to have on the side, but I'm going to move things to Bloody Hour and dinner...
At last, the ships bell rings to signal the end of the day. Together with the rest of the crew you make your way to the main deck. Plugg and Scourge await with frowns. Scourge bellows, "Chum, Jape! Get over here now!" With downcast looks, Chum and Jape make their way to the mainmast, Chum flashing angry looks at Raveneau and Ursion as he passes. Maheem and Tate step forward to strip the pair to their waists and tie them to the mast.
"You all know how we feel about discipline on the Wormwood. These two..." he says gesturing at Chum and Jape "...found the need to sleep in this morning when there was work to be done. Three lashes each." The whip cracks out leaving ugly welts on both of their backs. He looks around as Maheem and Tate untie them. "Eggshell! Where's dinner!"
Raveneau shows no outward signs of enjoyment, though his heart soars within. In his eyes this was an extension of the vengeance against the others that his forehead garnered from Jape's nose. His stoic exterior awaits the arrival of the food with a lightness to his step.
Raveneau would have stowed the mace in a footlocker, but has the axe with him.
Sidling up to Ursion he gives the man a nod before passing on "In the bilges we found some weapons - I have one for you in my locker and can pass it over after the rum..."
Atajay struggles with the large pot of turtle soup, spilling a bit of he finds a good location to ladle the gruel out to the sailors. To the fellows he had met already, he gave a sad nod, knowing the soup wasn't good. [b]"Sorry, slipped with the salt."[/dice]
DM, I rolled a one on the cooking challenge earlier, lol.
Uriah nods wearily, glad to have some of his gear back (and stowed in his locker).
"The rules apply if they're caught, Raven, but I reckon they ain't gonna come at us straight again."
They'll be looking to go sideways. Gotta watch for that.
Didn't see it before PKL, did we get our weapons and armor or just the other gear?
"If any of you had some gear missing there's a lady got it for you. See her."
Ursion doesn't respond to Chum's glare and watches the pair getting flogged with an expression of fatalism. I'll be there soon enough.
In the ensuing discussion, he nods to the tengu. "Guessed that from Scourge's reaction this morning. I'm not sure what they'll try next. Depends how stubborn they are, and how much they've gotten their own way. Can one of you ask around, see if anyone ever fought back like this before?"
Raveneau smiles a predatory grin and has a fire in his eyes as he answers "Aye... but knowing they're bound by the rules as much as we is useful."
He then moves forward and takes some salty turtle soup, grimacing at the taste - but salvaging some degree of sustenance by draining the broth into the briny sea and just eating the solids.
Gimlet takes his soup and tries not to grimace while Atajay is still near him as he sips at it.
"The Captain won't want to see us too roughed up. They brought us on for a reason. The word is we are in for a round a'bout cruise to give us time to sail right and then put into merchant waters for a dose of pirating."
|GM/Pirate King Lane|
Atajay retreats to the kitchen and sends the officers portion of turtle soup off with "Caulky" Tarroon, making it back to the main deck with plenty for the rest of the crew. The stew is simply awful, salty and thin, though there are a few tasty chunks of turtle meat you might be able to pluck out. By the time, Atajay makes it down the line, he hears the sounds of jeers and cries for the return of Kroop's cooking. As he turns to return the pot to the galley, Scourge is waiting with a knotted rope that he smashes into Atajay's jaw while Syl and Aretta stand by and laugh. 1 non-lethal damage from rope bash He returns a few minutes later, distributing the rum ration to further ridicule from most of the crew.
Sorry for the delay in my posts, but when you can, I need what you'll do with the rum ration and your plans for night time actions. Uriah - she has just recovered one or two items for each person. No weapons or armor. You'll have to use ingenuity to get the rest of your things back...or find suitable replacements or improvements.
Rubbing the bruise on his head, Atajay is simply fuming. He turns to his friends and inquires about their plans for the evening. "Miserable bastard that Scourge is. I don't think I'm going to be able to handle all that rum tonight. I might be able to dispose of extra in the kitchen, if anyone else wants to get rid of it. Anyone up for gaming later? I don't have anything to wager, but I don't really want to turn in that early tonight."
Raveneau took his rum ration and gave a pantomine show of drinking it before slipping it silently into the sea when able...
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
...I felt the heavy touch of that drink yesterday, and it would do well to slip it's grasp.
Afterwards, Raveneau lingers above deck - but aloof. He watches the groups of the other crew forming and what sort of entertainment is being entered into. He watches with particular interest what the six who interceded against them this morning were doing...
Perception: take 10 for 20 if needed
Raveneau's night action is to watch and observe, before turning in for the night.
|GM/Pirate King Lane|
Gimlet sips at his rum, not trying to over do it. Having survived his first fight on board and having a good day in the ropes, allows him to feel comfortable enough to approach Rosie. Another sip and he steels his courage, but not so much to loose control.
Stealth to hide not drinking all his rum-> 1d20 + 12 ⇒ (5) + 12 = 17
Influence Rosie with stories -> 1d20 + 5 ⇒ (11) + 5 = 16
Stealth 1d20 + 2 ⇒ (7) + 2 = 9
Not sure if I can get any bonuses for trying to get rid of mine in the kitchen.
"I'll turn in early and get up early as well. Best to have at least one of us wakeful all the time." Ursion waters his rum with grog, and keeps an eye on the human members of Scourge's six to see if they're drinking.
FORT save: 1d20 + 3 ⇒ (14) + 3 = 17
Perception check: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
I thought I'd posted a response to Raveneau, above, but the boards ate it. So, previously:
The Sargavan ranger gratefully takes the proffered mace. "Good to have a little edge if things get dicey again. I'll bet you that Scourge's bullies have a few weapons hidden around the ship, though. Keep your eyes open."
|GM/Pirate King Lane|
You see a handful of fellow pirates playing dice games and hear some talk of arm wrestling and games called Hog Lob and Heave, but once Chak'Zirrak begins his songs, most of the crew join him to listen and sing along. You see a brief discussion with the six and Scourge, but Scourge doesn't spend much time out on the deck. You note that Jape puts on a good show of drinking his rum, but dumps it out on deck when he thinks no one is watching.
Uriah, you are correct. They don't mind you watering it down as long as you drink it. I'm making the save for you, but straight up or watered down still requires the save.[/ooc] Uriah finishes his watered down rum, still feeling pretty giddy, but sleep soon kicks in.
Gimlet finds that Rosie especially loves a good tale and she laughs deeply at several. However, you spot the gnome, Conch, looking at you darkly a couple times through the night. Just before it is time for bed, Rosie tells you, "I haven't had such a good time since those f%&&ers knocked me out and I woke up here. But, I'll tell you what, get my fiddle back from Grok and I'll really show you a good time."
I'll give you a +4 circumstance bonus for getting rid of it in the galley though someone may eventually wise up and keep an eye on you.
They all seem to be drinking. In spite of watering the rum down, you find yourself feeling pretty happy before turning in weary.
Chak'Zirrak sings some sea chanties and in spite of feeling like he really hasn't made his best effort, the crew really seems to have a good time and encourages him to sing again tomorrow night.
1d20 + 3 ⇒ (17) + 3 = 20
Uriah 1d4 ⇒ 3 1d8 ⇒ 5 1d3 ⇒ 1
Ursion 1d4 ⇒ 1 1d8 ⇒ 1 1d3 ⇒ 2
Toadies 6d100 ⇒ (78, 58, 10, 39, 54, 53) = 292 1d20 + 2 ⇒ (15) + 2 = 17
Earlier on the Deck
To Ursion, "Didn't mention time, other than taking the long way around. I imagine that will be a least several days to put us to the whip to s what we are made of." He finishes with a noticeable gulp.
Later with Rosie
"ppphhhheeewww" Gimlet lets out a soft whistle. "Grok...Fiddle...Got it. Can't, Can't, Can't be that hard." he finishes with a smile. On his way to his berth, he tries to avoid any more hard stares from Conch.
Gimlet makes his way to relieve himself in the middle of the night. He scans about to see if he might be being followed. If he feels its safe, he makes his way down to the storeroom.
Perception -> 1d20 + 6 ⇒ (3) + 6 = 9
At the door to the quartermaster's stare, Gimlet pulls the lockpick out that had been wrapped in his rags wrapped around his feet and ankles.
Disable Device -> 1d20 + 10 ⇒ (11) + 10 = 21
Stealth -> 1d20 + 12 ⇒ (15) + 12 = 27
|GM/Pirate King Lane|
You see a handful of fellow pirates playing dice games and hear some talk of arm wrestling and games called Hog Lob and Heave. Most of them go to listen when Chak'Zirrak begins his song, but I'm sure you can strike up a game if you're interested. From what you can tell, Hog Lob involves throwing something heavy and Heave involves drinking.
You're pretty sure that you've snuck out without being observed. You reach the door to the storeroom without any alarm and surprisingly find that the door in unlocked (though the lock looks well beyond your abilities were it locked). I'll let you save that roll for later or reroll if you wish. Inside, you find a cramped, crowded storeroom containing numerous barrels, boxes, and chests. Six areas seem particularly interesting. Two wooden lockers, two wooden chests, a wooden trunk, and a metal trunk.
|GM/Pirate King Lane|
Dice are probably your best bet. No question that Scourges six are a clique - Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Maheem, Slippery Syl Lonegan, and Tam 'Narwhal' Tate. Conchobhar Shortstone seems to pine after Rosie Cusswell, but not work up the courage to approach her in other than a joking manner. Sandara Quinn is friendly with everyone except Scourge's Six whom she seems to avoid. Cog seems to keep to himself and prays regularly. You don't notice any obvious cliques among the rest. Several are friendly with one another, but you don't notice that they form a clear group.
Think I'll start advancing us to Day 3. Gimlet definitely has some more going on tonight and I'll continue with anyone else in spoilers.
The bells ring and thankfully today you face no impediments on your way to the main deck. Perhaps standing up to bullies does have an effect. Once there, you are assigned to your jobs. For the swabs, Chak'Zirrak is assigned to catch rats with Sandara Quinn and Chum. Raveneau and Uriah are assigned to swab the decks with Tilly Brackett, Shivikah and Jaundiced Jape. For the riggers, Gimlet is assigned to line work with Maheem while Ursion is assigned solo lookout duty (but close enough to Conch who works the upper rigging to converse). For Atajay, Fishguts is sober today and sends you out fishing for fish instead of turtles.
Day 3: - Getting to know the holystone...
Job: Swab the Deck; Action: Work Diligently
Strength Check: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Raveneau focuses on the task of the day, letting the hours of toil give him a decent workout if nothing else. However he does go out of his way to be beliggerent towards Jape. A smile here and there, an accidental stumble that results in in Jape getting a mop to the face, pointed comments of "Your nose looks better flat Jape". However when Scourge or Plugg are nearby or within earshot then Raveneau is the picture of the perfect worker.
Raveneau is just being a bit of a tosser towards Jape, I can roll something if you like - but he's really just being confrontational and provacative.
If Jape tries to start something, then Raveneau would be up for it - but the overt impression he's trying to put on is that he does not fear him at all, and making sure Jape knows it.
Gimlet will start with the lockers figuring they are larger and might a fiddle uncrushed.
Suspicious with the initial lock undone, he take a moment to look for any thing that might stab or sting him.
Perception Locker 1 -> 1d20 + 6 ⇒ (11) + 6 = 17
Disable Device Locker 1 -> 1d20 + 6 ⇒ (15) + 6 = 21
Perception Locker 2 -> 1d20 + 6 ⇒ (15) + 6 = 21
Disable Device Locker 2 -> 1d20 + 6 ⇒ (14) + 6 = 20
He will move on to the chests, the wooden trunk, and finally the metal one looking for the fiddle, but noting what he comes across as he goes. +6 to search, +6 to open if needed.
|GM/Pirate King Lane|
You don't find any traps on the first locker and the lock clicks open to your talents. Inside, you find a variety of gear. [ooc]Random adventuring gear worth 10 gp. You can pick any gear up to 10 gp worth that you're interested in.
The second locker also lacks a trap and your skill again proves sufficient for the task. Inside, you find a wide variety of equipment which you recognize from discussions with your fellow victims must be theirs...and a fiddle. Additionally, you find a starknife, 3 flasks of acid, 6 flasks of alchemists fire, four sets of thieves tools (one of which you recognize to be of extremely high quality), and a battered iron box.
Jape looks cowed by the fight and lack of one of his larger buddies to back him up, electing not to confront you this day. He tries to find a new area that needs attention each time you seek him out.
He takes the fishing equipment, and diligently works to catch a bunch of fish for supper.
Check 1d20 + 4 ⇒ (4) + 4 = 8
Uriah starts the day out weary and sore, but picks up upon hearing Chak's song.
"Thank you, I am still not used to this ship life."
Hearing his assignment, he begins working diligently on the decks.
"It seems you and I are to be a team again Raven. Have you seen Sandara?"
Action: Work Diligently. Task: Swab Decks 1d20 + 7 ⇒ (4) + 7 = 11
In the ropes
Gimlet spends the day doing his job as best he can, but he is always careful not to get too exposed on a spar or dangle from a rope where Maheem can compromise his safety.
Profession Sailor on Line Work (+4 Work Diligently)-> 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
CON check vs Line Work -> 1d20 + 2 ⇒ (16) + 2 = 18
Gimlet immediately reaches for the fiddle, but pauses when he sees his old coat. Its many varied (and hidden) pockets always proved so useful. He puts it on and it feels like the return of a lost friend. He hurriedly stuffs a few small items into the pockets including the nice picks...enough items to be useful, but not enough to be noticed. His friends gear he makes note of. To steal it all would be risky and way, way, way easy to notice. I must get of list of what they desire most.[i] He pulls out the fiddle, the original reason he came, but before he closes the door, the battered box catches his eye. [i]What mysteries you might contain?. He tries to open the box as his last bit of skullduggery.
I would like the coat to represent my Well-Prepared feat. A sleight of hand check vs DC 10 + gp cost up to 10 gp to happen to have the item. So I won't take specific items now, just a sample that I might happen to have later, if that is ok.
Replying to Uriah:
"Aye, though today feels a little different" taking a moment to smile at Jape and send him scuttling to another part of the deck. "We are building a reputation... if you see an opportunity for Ursion and myself to extend it" pointedly exchanging a glance with the druid, intent for violence etched on his face "let me know."
"I have not exchanged words with Quinn since yesterday."
|GM/Pirate King Lane|
Inside the box you find six candles. I'm fine with the approach you're taking to the coat.
"Hic...you're all right Atajay. Hey, why does Scourge call you Eggshell anyway?" At the end of the day, he shakes his head at your meager catch. "Oy, Atajay. That's not good. I'll try to speak for ya, but you may face a whipping from Scourge tonight."
Just need your rat catching roll :)
For the first day, you're feeling much better, though you still find yourself winded a little more easily than usual. Perhaps its just lingering effects from the sea sickness...[/ooc]
You spot Quinn trying to catch rats with Chak'Zirrak and Chum, who seems to be doing his best to get in the way.
Ursion is in difficult connection land, so...
Take 10 to climb to crow's nest.
Daytime Action: Work Diligently
Perception 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24
|GM/Pirate King Lane|
Not sure if diplomacy is needed for this kind of talk, but I'll roll anyway.
Diplomacy 1d20 + 4 ⇒ (6) + 4 = 10
Stealth -> 1d20 + 12 ⇒ (8) + 12 = 20
Padding back into the crew quarters, he carefully makes his way to Rosie's hammock. He gently wakes her, making sure she is not started or screams. He places the fiddle and bow in her hands and gives her a small kiss on the cheek. "Enjoy and be careful with it. Don't want too many questions on where it came from."
He quietly pads to his bunk and swings into it. He takes a moment to reflect, At least one person is happy on the ship...and maybe soon, two.
Chak will talk up Quinn and try to make friends with her, while trying to keep Chum out of it. He will regale her first with a pirate tale to help influence her Per trait.
Ratcatching Dex check 1d20 + 2 ⇒ (6) + 2 = 8
Knowledge (local) pirate tale 1d20 + 5 ⇒ (3) + 5 = 8
Influence Diplomacy 1d20 + 7 ⇒ (16) + 7 = 23
Not sure how it works, but if the three of us are working without supervision and we know when they will check in on us, Chak will try and use his spellsong feat to disguise first lullaby on Chum then a sleep spell right before our shift ends. Then Chak will take most of Chum's rats giving a good portion to Quinn or having her help me if she is for it. Then hopefully Chum will be asleep. Then use bluff to convince whoever counts our rats that Quinn and I caught the rats while Chum laid around.
Perform for Spellsong - lullaby 1d20 + 11 ⇒ (8) + 11 = 19 (DC 14)
Perform for Spellsong - sleep1d20 + 11 ⇒ (20) + 11 = 31 (DC 15) -2 to Chum's will save if he fails lullaby
Bluff to convince Quinn and I caught the rats 1d20 + 10 ⇒ (20) + 10 = 30 (DC 15)
If taking his rats is not possible, Chak will still try and get Chum in trouble
Back in the land of good connections (and an interface device that lets me see what I'm typing as I'm typing it...man, that was frustrating).
Ursion again focuses on the task at hand, although he'll be polite to the foppish gnome if their paths cross at all. In addition to keeping his eyes open for anything out of the ordinary, though, he'll look for any distant landmarks that may give him an idea where the ship is and where she's bound.
Knowledge (Geography) check to get some handle on current location: 1d20 + 5 ⇒ (20) + 5 = 25
We'll have to watch twice as hard for Chum and the rest of Scourge's toadies, now that they've tried coming straight on and gotten bloodied for it. They're not the sort to let something like that go. Alone in the crow's nest, the Sargavan ranger smiles suddenly. A good thing if we can get Chum to live up to his name.
|GM/Pirate King Lane|
"Been here three years Atajay. Lost a bet 'gainst Harrigan two years ago and now he owns me. It's poison this ship, Atajay. But, don't let anyone hear you say it aloud. The hull listens, see, and the cap'n hears it all. Poison the Wormwood is, though, rotten to the core. You'll not meet a more nasty, sour piece of work than Cap'n Harrigan in all your days at sea, and his crew's the same, 'specially the first mate, Mr. Plugg. Vicious little sod, he is. He's take his own mother's liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can't 'arm 'em."
1d6 ⇒ 2
Rosie starts awake in the night, but when she feels the wood of her fiddle in her hands, a great grin spreads over her face. She gives you a hug and whispers, "Don't know how you got it Gimlet and don't care. You have my gratitude and more. Thank you." She returns your kiss and settles back into her hammock smiling in the dark.
You and Sandara have a delightful day. She enjoys the dance with Chum whom she has little love for and she especially likes the trick you plan to play to keep you and her out of trouble and land Chum in it.
Catching Rats (Chum) 1d20 + 3 ⇒ (19) + 3 = 22
Stealth (Chak'Zirrak) 1d20 + 2 ⇒ (14) + 2 = 16
Will Save (lullaby) 1d20 - 1 ⇒ (6) - 1 = 5
Will Save (sleep) 1d20 - 1 - 2 ⇒ (10) - 1 - 2 = 7
In spite of his bulk, Chum is clearly practiced at catching rats and other rodents and manages a far more successful day than you or Quinn. But, your lullaby and spell catch him easily in your snare and at the end of the day.
Today, the ship has turned from the north course across Jeopardy Bay that you have been on since you started out and now makes its way southeast. You would judge that by the course set, tomorrow you will pass east of Dahak's Teeth, a set of rugged islands covered in rainforest.
When Bloody Hour comes at the end of the day, you hear Scourge yelling loudly for Chum. Bright red with anger, he finally sends Jape to find the huge man and is interrupted by their turn just as he is checking with Fishguts about today's work by Atajay. Furious that Chum has fallen asleep and caught no rats to boot, he completely ignores the cook's report and for the second day in a row, the huge man gets the lash of the whip, scowling darkly at Quinn and Chak'Zirrak when he is freed.
Ok, sorry for another delay folks, but we should be ready for rum and night actions. If I missed anything, just give me a gentle reminder.
When the time comes for rum Raveneau sticks close to Jape, engineering that he takes his measure just before him. Quickly disposing of the vile liquid...
Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
...before rounding on the half-orc. Speaking loudly so that he might be overheard he interposes himself and raises his empty cup "Bottoms up Jape" before play-drinking from the empty mug, and hopefully inducing Jape to drink his measure tonight rather than disposing of it...
Perception: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Sense Motive: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Once that is finished, for ill or better, Raveneau looks to retire below... but in fact moves to look over the kitchen for anything of use.
Sneak - for a 29 on Perception
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13 to avoid detection.
Atajay again attempts to dispose of his rum, pressing is luck, after somehow getting away with the terrible stew this afternoon. He clomps to the side of the ship and attempts to take advantage of Raveneau calling attention to Jape. Stealth 1d20 + 2 ⇒ (2) + 2 = 4
At night, he takes the opportunity to speak more with Fishguts, in an attempt to influence him and become more friendly.
Diplomacy 1d20 + 4 ⇒ (7) + 4 = 11
Gimlet only sips at rum as usual. A bit more tired than usual, from his nocturnal activities the night before. He manages to stay near Rosie as the evening sets in looking perhaps for a chance to sneak off with her.
Stealth to dispose of the rum -> 1d20 + 12 ⇒ (17) + 12 = 29
Bluff to entertain Rosie and others with more tall stories -> 1d20 + 12 ⇒ (19) + 12 = 31
Stealth to sneak off with Rosie if possible -> 1d20 + 12 ⇒ (17) + 12 = 29