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Yes Doc, You can choose to volunteer or you can sit this out and place your own bets. My hint though is to take a look at my recent post. I left hints in it at least I hope I did.........
| "No-Eyes" Bellamy |
"Say now, Owlbear is it? Ye look like a swabbie what likes his shellfish; Would ye like a nice cooked crab? Well yer in luck! I happen to be the senior assistant cook aboard this fine ship, and I can get you a deal..."
Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23
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Owlsbear roars and put up his club in a threatening way.
Owlsbear seems to be a very simple man and is doing all these it seems to get attention.
Owlsbear is a simpleton and doesn't realise that the crew is laughing at him and not with him.
Owlsbear is doesn't seem to be holding anything else except the club and his handful of crabs.
Owlsbear is keeps his handful of crabs away from his opponent.
Owlsbear hesitates with some drool escaping his mouth but one of Plugg's cronies prod him cruelly in the back and Owlsbear howls at No eyes though his approach seems to be hesitant.
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"Fight, Fight. Fight Fight"
The chant grows louder and the ring around you gets smaller. Owlsbear is actually shoved forward towards all of you. He roars and lets out an incomprehensible stream of battle cries.
The impetus is now. The next move decides today's winds of change.
Which way will it blow?
| Reijo Ilvonen |
Gazing around for either a weapon or a sailing tool to use for a weapon, Reijo then scrutinizes Owlsbear. He points out what he sees, "They ain'ts laughin' WITH ye, ya whale ov' an oaf... they be laughin' AT YE!"
The rising, growling voice of Reijo deepens, his gaze growing ever more fearsome for all to behold. He chastises Owlsbear with the horrifying prospect of a common sailor's tale concerning spending an eternity in the hellish hands of an infamous evil sailor's Devil at the bottom of the ocean, "SHAME on ye, wantin' t'beats up an OLD an' BLIND saltie with yer stick! A COWARD'S ACT, doin' in a wimpy olden! DAVY JONES' LOCK'R be takin' ye fer All Eternity! MARK. ME. WORDS."
Jaw clenched in anger, the red-faced sailor's clenched fists turn red to match. He readies himself for the fight, should Owlsbear not step down, and steps in front of Bellamy with fists (or a weapon? Sailing tool?) raised and readied.
Demoralize Owlsbear:
Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22
Get a feel for Owlsbear:
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19
Tries to spot a weapon, or a sailing tool such as a gulley knife, belaying pin, or what have you:
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
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Owlsbear is confused as he looks hesitantly at Reijo.
More prodding form the back as well as a hearty "Beat Them Down!!!!" from Plugg sends him forward, club raised.
He doesn't seem to understand Most of Reijo's words and seems to struggle with most of them.
| Terry of Quent |
Races to retrieve three of the groups' found weapons, and toss two of them into the ring, near Reijo and "no-eyes".
The third is in case doing this gets Terry thrown into the fight, too . . ..
D'oh! Should have thought of this earlier!
| "Doc" T. J. Juckson |
Doc begins to look around frantically for a spare piece of wood or a tool.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Baring that, he removes his shoes as he steps forward.
| Jack Tar |
Jack watches the scene of the chanting pirates, the obviously daft Owlbear, his fellow mates ready for a fight. It's obvious this is going to end in blood or worse, so he murmurs a quick tune and a large drum appears in his hands (summon instrument). He begins to play a pounding beat, stepping up the tempo as he does. As the beat builds, he laces in a bit o' the magic, adding inspire courage to the music. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
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Plugg is furious and he orders for all to be thrown into the ring and eager hands step forward and all are thrown in. Owlsbear looks confused and looks about wondering who to attack. He's given a a cutlass this time as the club is wrenched from his hand and replaced.
He looks at all of you.
He seems unsure of the numbers arrayed against him and it gives him pause. He seems to weigh all of you as if deciding who to attack first.
Mr Plugg on the other hand
"Ye rotten fish headed sow!!! Beat them all down NOW!!!!"
Initative -
Terry: 1d20 + 3 ⇒ (17) + 3 = 20
TJ: 1d20 + 2 ⇒ (12) + 2 = 14
Jack: 1d20 + 3 ⇒ (7) + 3 = 10
Reijo: 1d20 + 3 ⇒ (5) + 3 = 8
Owlsbear: 1d20 + 2 ⇒ (13) + 2 = 15
Order -
Terry
Owlsbear
TJ
Jack
Reijo
| "No-Eyes" Bellamy |
No-Eyes backs into Reijo, nudging him to take the dagger concealed up his sleeve that the cook passed him earlier that day.
Then he approached Owlsbear.
"Shame! Shame upon Mister Plugg! Thinkin' to distract you while wanting you take yer crabs from ye!"
Bluff: 1d20 + 6 ⇒ (15) + 6 = 21
"Now me, I likes yer fine. I, as cooks mate can even get ye fine cooked crab as well, if'n ye be me good friend shipmate; What say ya?"
Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5
| Reijo Ilvonen |
Reijo seemingly pats Bellamy on the forearm (stealthily slipping the dagger into his other palm below). He keeps its haft in hand for ready use, but conceals its blade behind his forearm.
Reijo conceals the dagger in his forearm (+2 bonus from dagger).
Sleight of Hand check: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
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Owlsbear eyes widen as he instinctly clutches his precious cargo towards his chest protectively.
"No take crabs. Stay still?"
The latter in a hopeful tone.
| Reijo Ilvonen |
Reijo keeps alert and watchful of Mr. Plugg's gang as well as Owlsbear, as Bellamy works his magic with words. As his gaze passes over the gang, he thinks 'This 'ere biggun', me ain'ts got no problem with... but 'ese rats'll be askin' t'dance th'hempen jig, methinks...'
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Owlsbear repeats his question to No eye.
"Keep still?"
He intends to hit you, thinking it would end this and judging by his strength, you may not walk away at all from this. He could be right afterall.
A Glimmer of uncertainty remains in his eyes. You think he's expecting something.
Owlsbear has never met anyone willing to be his friend and show him respect. Also using too many words confuses him.
| Terry of Quent |
Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21
Terry shakes his head, slightly. "Not going to hold still, Owlsbear. Don't want to fight. We want 'No-Eyes' to cook so we can all eat." Stealing himself for the reaction he knows will follow, and hoping it isn't enough to force Owlsbear to act, Terry continues, pointing at Plugg and company, "Plugg wants to force Owlsbear to fight. There's no need."
Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17 Sad face
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Owlsbear lowers down his club.
"Why Elf sad? Owlsbear no kill. Owlsbear club one. Owlsbear done. Stay Still? Plugg say beat, Owlsbear beat."
Pointing to 'No Eyes'.
"He not cook for Owlsbear. Me hit?"
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will save: 1d20 - 2 ⇒ (20) - 2 = 18 lol. sorry jack
Owslbear blinks once, twice and then looks at Jack.
"Huh?"
| "Doc" T. J. Juckson |
What's the initiative order here? I'm not sure when I'm up but post an attack now:
Doc grips one of the shoes he is now holding and winds up, aiming for the owlbear's head.
attack: 1d20 + 2 ⇒ (8) + 2 = 10
damage?: 1d4 ⇒ 2
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Initative
Order -
Terry
Owlsbear
TJ
Jack
Reijo
Owlsbear grabs the shoe and takes a bite and then spits it out.
"Not enough salt." He complains to Terry as he retreats back a step.
| Terry of Quent |
Terry is unable to suppress a chuckle. "Doc? Do ya think you can sweat on the other one more before you throw it, too?" He then turns and points towards the galley. "C'mon, Owlsbear, let's go eat. Plugg can fight if he wants. I'm hungry."
Diplomacy: 1d20 + 12 ⇒ (13) + 12 = 25
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Owlsbear is clearly conflicted but it seems the offer of food and comradeship wins out and he nods, to the sudden silent amazement of the crew. No one stops any of you as all of you make your way to have a hearty meal and drinks.
The crew is silent then someone wiht a familar wide brim hat claps, followed by another then another and before you know it, cheers erupt.
You're pretty sure that this evening is an Owl of a time.
No need for any night Activities. Congratuations on completing a milestone. Please give me some time as I readjust NPCs altitudes.
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Day 6&7 - A Change in the Tides.
Your parley with owlsbear has run amok within the crew and it seems that some has gone out to offer their congratuations to all of you in their own way. Your duties has even been taken over by some of the more eagar crew for a time, giving others more chances to speak with you.
It does not come with a price though, the senior officers are alert with some keeping an even more closer eye on potential trouble makers.
No day job required though Night actions maybe posted.
Cut-Throat Grok:
"Good work on doing something no one else did. You earned me a pretty penny and the odds are long on that. You interest me but so did the others. The whole place be a boiling cauldron now. Watch your step. Share this out and get yourselves equiped properly." *She hands you 100gp.*
Sandara Quinn:
"What you did is amazing but some of the crew friendly with Mr Plugg and Master Scourge sees you as a dangerous rival now. At this rate I might have to switch my sleeping areas as Besmara's dream sending seems to tell me an early swim might be in order."
Conchobhar Turlach Shortstone:
"A Dangerous gamble such but with all the cards out and your own still unshown, I wonder if it'll be a straight or a full house. I doubt you have a winning hand either way."
Master Scourge:
"Ye got off lucky, you mangy Seadog. Any Lip from ye will earn ye a taste of me whip." *Stalks off*
Mr Plugg:
Ambushing you with his cronies during a lull late afternnon.
"I be keeping me Eye on Ye. Hounding your every step. Give me a reason. Any reason to flay ye."
“Ratline” Rattsberger :
This barefooted quick footed rigger accosts you miday from the shadows of the Main Deck.
"Ya a good cook, I'd say howabout a friendly round of drinks tonight?"
“Badger” Medlar:
An attractive woman with a hint of elven ancestory bats her lovely eyelashes at ye and slides up to ypu rather sensualy and then moves off after whispering into your ears amidst hoots from those watching.
"Stop showing off. Show offs tend to go for an early swim when alone."
Shivikah (N female human):
The muscles on her brawny arms indicates great strength but the scar across her face is more immpressive.
"Do what you wish but leave me out of things. A ship can only have one captain. Cross me and You and yours may not live to see the next sunrise. " *A polite bow and she ignores you*
Ambrose “Fishguts” Kroop:
"It's ah good thing ya did down thar'" burps] "Yar need extra feedings, Ah ken halp wis tha."
Habbly Quarne, the “Stitchman” :
The ship doctor has a few words of advice for you.
"Heal Kits can be purchased by Grok in her store."
Rosie Cusswell:
"If I were you, I'd stuck a dagger up that simpleton's craw!! No hazards. No problems. No mess."
Crimson “Cog” Cogward:
"You're weak." *Shoulders past you roughly leaving a bruise*
Maheem:
The flowing robes of a desert man flaps in the wind among the ropes but his voice reaches you in an eerie calm.
"The sands in my home would have toughened you up but you Salam would not have lasted in a a true fight."
Finishing with 3 open palm short strikes towards the sea, you see 3 splashes.
Slippery Syl Lonegan (CE female human):
This woman defines 'cheat', 'con woman' and 'backstabber' in every way but you cannot help but listen to her dulcet tones.
"I'm interested in you lot but you lot seem to have alot on your plate. When you're ready to cut a deal, seek me out."
Tam “Narwhal” Tate (NE male dwarf ):
Burly and deeply tanned. This dwarf looks you up and down as if judging you before dismissing you.
"Useless sea dog."
| "Doc" T. J. Juckson |
To clarify, we have all of our gear back?
Clarification again: was the Stitchman trying to offer me helpful advice or trying to do an intimidation "you're going to need them" sort of thing? I'll assume the latter for now but if he was just being helpful I'll simply thank him for looking out for me.
Doc responds to the Stitchman, "Hopefully I won't be needin' them too often. I only heal up the people I like and we seem to be handling ourselves just fine."
I actually already have a healer's kit and surgeon's tools.
---
Doc grins at Rosie's comments. He simply responds, "No mess. Sounds like a plan. If you were me, where would go and when? To do it quietly, you know?"
---
Doc ignores Cog's intimidation scheme.
That night Doc sits down with his new companions and shares, "The ship's doctor-the other doctor, I mean, Habbly "the Stitchman" Quarne-told me to purchase a healing kit. Of course I already have my own supplies so I'm not sure if his angle was an intimidation racket or if he was genuinely being helpful. Rosie, of course, still seems like to like us. She implied I should just stick a dagger in him. Cog still seems to hate us."
I'm going to wait for an update from others before I decide my night actions.
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If Reijo shares with you his key, yes. Your keys are inside his 'locker'. You'll need them to open your own individual lockers to retrieve your gear.
As for Stichman's advice, you'll have to guess. Not all NPCs will be clear in their opionions as it's a very touchy situation now. You guys did a good job of shaking the status quo and now as you can see new and old alliances are being formed, broken and renewed.
| Terry of Quent |
That night, during the strategy session:
"Well, Doc. I think he's trying to help, 'cause he ain't seen any of us with any real gear yet, has he? Tellin' ya how ta get what you should need is pretty positive, I think."
Looking around a little nervously. "The pretty bit "Badger" was very openly hostile, just subtle. Expect her to be pushing others forward to cause us problems. Shivikah thinks we're making a play to take over the ship, and just wants to be allowed to stay out of the conflict. I don't think that's what we're doing, are we?" He pauses to gauge the others' reactions.
"Fishguts offered to serve us extra rations, and Ratline wants to toss some grog with me, so they seem to have accepted us well enough. Somebody watch for me to pass out drunk and keep me out of trouble. Please? here are enough enemies onboard that I'll need some protection."
| "Doc" T. J. Juckson |
"Well I'm not sure why Rosie told me to stick a dagger in him then if the Stitchman was truly being helpful."
"Terry, I've been denying my vows to Cayden Cailean and drinking very little since we've been on this ship. I can stay sober and make sure nothing happens."
"As for Shivikah's assumption: it wasn't my intention but it may be thrust upon us before too long. Let's keep feeling out the situation and gain a few more allies first. Or at least figure out who our ally is and who isn't."
---
Night 6
That night, Doc decides to visit with Shivikah. "Well met. So where did you get this idea that we're taking over the ship? Is this your idea or are others passing it around? Either way, I need you to stop spreading that rumor. The best way for you to keep out of it is not to mention it."
Diplomacy: 1d20 ⇒ 11
---
Night 7
Doc will approach Rosie with a smile. "Stick a dagger in 'em, eh? And who might you be wantin' a dagger in, my dear? And who else holds similar sentiments?"
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Night 6 (Doc)
Shivikah:
"Rumors?" She chuckles. "Look at what you're doing. Can you not see that already you are dividing the crew? What were once firm allies are now more than happy to change sides and all because of a few seadogs' actions. The best thing for all of you is to lie low or you can meet my fists." In attempt to Intimidate Doc,Showing you her clenched fist. 1d20 + 8 ⇒ (14) + 8 = 22 "Will you?" is her parting words as she leaves you.
Rosie:
She sneers at you.
"Maybe It'll be me or maybe it'll be the one who seems like a true pirate or just about anyone who you think is your friend. Stick a dagger in that brute and I might have thought you were of substance but now I think perhaps, you may just be soft after all....." She spits in your direction. "At least the other was willing to fight....."
| "No-Eyes" Bellamy |
Day 6_____
NIGHT Actions:
Sneak some cooked crab to Owlbear
Drink the Rum as usual fer a sailor true.
Fort save vs DC5: 1d20 + 2 ⇒ (1) + 2 = 3 Fail! Staggering drunk (Fatigued) 24 hours.
Charisma bump: 1d4 ⇒ 4 +2 to CHA!
Entertain: Make one Perform check to entertain the crew
Perform:Comedy: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Great Success! He has the crew rolling in the aisles. +2 to influence 24 hours.
| "No-Eyes" Bellamy |
Day 7_____
NIGHT Actions:
Drink the Rum as usual fer a sailor true.
Fort save vs DC5: 1d20 + 2 ⇒ (8) + 2 = 10 Success!
Charisma bump: 1d4 ⇒ 3 +1 to CHA!
Entertain: Make one Perform check to entertain the crew
Perform:Comedy: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 Average. The crew grins and chuckles but nothing special.
| Terry of Quent |
Night 6 - Drink with Ratline/Influence Owlsbear
Fort vs DC5: 1d20 + 1 ⇒ (11) + 1 = 12
Charisma bump: 1d4 ⇒ 3
Take some rum to Owlsbear, and try to talk with him for a bit. Pretty simple conversation, I bet.
Influence Owlsbear: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Night 7 - Offer to drink with/influence Shivikah
Take some rum to Shivikah as a peace offering.
"We're not trying to do anything but survive. If that's splitting the crew, then there's something worn with the ship already. We're not trying to start anything. We don't WANT to start anything. Do you see anyway to get along that doesn't reinforce the splits already present?"
IFF Shivikah will drink:
Fort vs DC5: 1d20 + 1 ⇒ (12) + 1 = 13
Charisma bump: 1d4 ⇒ 3
Influence Shivikah: 1d20 + 13 ⇒ (5) + 13 = 18 +1 if she will drink
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Night 6 (No Eyes)
You feel the tension ebb a little from the sailors but you can feel eyes boring at the back of your head.
Night 7 (No eyes)
Your attempts falls flat this time but it could be that you had a little too much to drink the previous night.
Night 6 (Terry)
You find Owlsbear chained up and asleep, curled up and shivering.
Rousing him and giving him rum seems to warm him just right with teh crabs you snucked in, improving his mood even better. The conversation reveals that Owlsbear is just a simple man and though strong is unable to understand a lot of concepts though it's obvious he enjoys the conversation with you even if it's about crabs, small crabs and large crabs........
Congratuations. You have switched him to loyal.
Night 7 (Terry)
Shivikah drains the rum offered in a single gulp and turns an eye towards you.
"I don't see anyway to get along unless you stop. My way is simple. Do what you will and do not involve me in this. I do not want to be involved in this and by Besmara's eye, I hope not to be dragged into this."
| Reijo Ilvonen |
Day 6
To her words of caution, Reijo turns back to look her straight in the eyes, a sinister smile coming upon his face. "Me always be watchin' me step."
On opening his locker, Reijo is pleased. He scrummages through his gear to find his pipe and tobacco. Like an addict long deprived, he immediately lights up, taking in a long inhalation, and a long exhalation. A crooked smile involuntarily forms on his face.
He swipes the four other locker keys he sees, plus a couple of other items, concealing them on his person. Before leaving, he says one more thing to Grok. "I nev'r fergets an act o'kindness. Mark me words."
Reijo doesn't think for a second, however, that kindness was her primary motive. 'Hmpf. She be wantin' t'see a change onboard as well. Me wonders what Baldy an' Scurve've done t'make her wants t'help our sorry arses...'
Translation: Oggin' = Ocean. Reijo's seeking clarification from Sandra as to what exactly she means by taking an early swim.
Might I get clarification on his cronies, how they appear, and any apparent behavioral quirks or habits, etc? They need nicknames. ;)
When Rosie gives Doc some sass during the day, Reijo chimes in. "Aye, lass, but 'e be a fine shoe-throw'r though!" Reijo grabs Doc's arm with a sarcastic smirk, holding it up as if to show his bicep muscles off. Dropping the arm, he glances more seriously now at the halfling woman. "Ye reminds me o'someone me once knew. Ye be safe, Susie." Reijo then walks off, back to business, and smoking his pipe.
That night, Reijo volunteers the locker keys to his fellow Tars when nobody is looking. "Lookey 'ere, mates," he whispers. "Compelments o' the Quar'rmas'r."
To Doc's concerns about Rosie, "The lit'le lass be wantin' t'see ye be a man, 'at's all. Toughen up!" To demonstrate, he gives Doc a very brisk punch in the arm. Reijo smiles a crooked smile, and exhales puffs of smoke as he coughs and cackles at once... he seems to take some amusement at teasing Doc about his lack of physical combat prowess.
When Terry tries to gauge everyone's reactions to her revelation that some think they're out to mutiny, Reijo takes a swig of rum. He then responds in a moderately low tone, "Not'at all, Lass. I be lovin' Mis'r Baldy an' Mas'r Scurve. No plans'o'mutiny... none at all..." His sarcastic tone very apparently indicates he holds the exact opposite position, however. And also, apparently, he has forgotten about Terry's earlier threat for namecalling.
Besides glancing around in suspicion while he drinks, Reijo also looks around that night for Conchobhar Shortstone, to see if he's playing cards... and if he's willing to take him up on his earlier challenge.
[ooc]The wrong name for Rosie was on purpose. And remind me if I missed anyone... that's a lot of posting for one day, lol.[/ooc]
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Day 6
Both Master Scourge and Mr Plugg stalk off but you cannot help but see their underlings. Fipps Chumlett, Jaundiced Jape, Kipper (who looks dangerous and is the ship's gunner), Patch Patchsalt (Boatswin's mate), Slippery Syl Lonegan (Who doesn't look at you...directly) and Aretta Bansion
Sandra on the other hand shrugs.
"Hell if ah know. Besmara's dream be involving ye and nar' myself. Jus' givng ye a head's up."
Shortstone brings himself up to a rather impressive height. All 4 feet of him.
"I hope you're prepared to lose."
Rosie's reply is short and quick to the point. Her hand flicks out and a dagger impales itself in the wood in between Reijo's legs as he walks off.
"Perhaps you might need to see the finer point." as she walks off. "You may keep them both."
Buried beneath the Dagger is a fine needle on which is impaled a tiny wood louse, no smaller than your fingernail. The dagger seemed to have struck the needle perfectly on the head, driving it in deeper and leaving no mark.
In the evening Conchobhar Shortstone awaits.
He'll play 5 rounds with you with your cards being dealt by Rosie. 11= Jack, 12=Queen, 13=Kings and 1=Aces. I'll preroll his 5 rounds. you can roll yours later to attempt to 'beat' him. Stakes are 1 gold per round, up to a maximum of 10. This is a luck based game, skills will come in later.
1st Round of draws 5d13 ⇒ (12, 5, 7, 3, 8) = 35
Nothing in this hand
2nd Round of draws 5d13 ⇒ (9, 11, 12, 9, 13) = 54
Pair of Nines
3rd Round of draws 5d13 ⇒ (13, 11, 2, 3, 4) = 33
Nothing in this hand
4th Round of draws 5d13 ⇒ (1, 2, 11, 11, 9) = 34
Pair of Jacks
5th Round of draws 5d13 ⇒ (7, 6, 11, 5, 7) = 36
Pair of Sevens
| Reijo Ilvonen |
Reijo takes note of each of the cronies' names, appearances, and observable habits they may have shown. He lets them walk away, with their lives.
For now...
...
Reijo pauses as the dagger strikes its target. His hand instinctively reaches into his vest... then relaxes.
He turns his head to look back at Rosie, meeting her eyes. "Don't ye be tryin' that again."
As she walks off, "Wha'tha..." the angry man mutters under his breath, reaching for the dagger in the wood. He examines the spot the little lady struck.
Reijo raises an eyebrow, looking back at Doc. "Don't be gettin' on that li'le wench's bad side, if ye values yer life."
Reijo pockets the dagger.
To notice the dagger's target:
Perception check: 1d20 + 7 ⇒ (19) + 7 = 26
...
While puffing his billiard-shaped pipe, Reijo takes on Conchobar that evening. He remains rather frowny-faced, having been dealt rather crummy cards.
1st Round: 5d13 ⇒ (10, 11, 12, 9, 2) = 44
2nd Round: 5d13 ⇒ (4, 13, 4, 8, 11) = 40
3rd Round: 5d13 ⇒ (3, 13, 2, 12, 5) = 35
4th Round: 5d13 ⇒ (7, 9, 12, 3, 8) = 39
5th Round: 5d13 ⇒ (11, 3, 2, 13, 4) = 33
| Reijo Ilvonen |
Night 7
Drink the rum:
Can't fail Fort save DC 5 with a +5 bonus.
Charisma bonus: 1d4 ⇒ 2
Reijo smokes and drinks as Bellamy performs for the crew. He keeps an eye open for Rosie. With a crooked smile, "That thar be a neat trick, ye show'd me yesternoon. 'low me t'repay the debt. Say, why don't ye be givin' me no dungie cards nex'time me plays Fancy Hat, eh..."
Reijo slips two palmed gold coins to Rosie in her hand.
Night action: Influence NPC (Rosie):
Diplomacy check: 1d20 + 1 ⇒ (20) + 1 = 21
In between shots of rum, Reijo also remembers something Grok asked him to do. "Aye, mateys. Almos fergot... Comp-el-mints o' th'lov'ly quar'tmas'r, ..." <LOUD BELCH> "...part o'her winnins the oth'r night. Said t'prop'rly 'quip yerselves." Reijo slips 10 gold pieces each to Terry, Bellamy, Jack, and Doc, keeping the 60 remaining coins for himself. Grok told him to share, but neglected to say how much to share...
Yep. Reijo is a real greedy arse, lol. No offense anyone, it is honestly true to his character (or lack thereof!).
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Night 7
Reijo smokes and drinks as Bellamy performs for the crew. He keeps an eye open for Rosie. With a crooked smile, "That thar be a neat trick, ye show'd me yesternoon. 'low me t'repay the debt. Say, why don't ye be givin' me no dungie cards nex'time me plays Fancy Hat, eh..."
Reijo slips two palmed gold coins to Rosie in her hand.
Night action: Influence NPC (Rosie):
[dice=Diplomacy check]1d20+1
Rosie Grins as she pockets the coins, whispering in your ears?
I didn't. Your luck is that bad. Go play in a bigger table and not in a one on one.She leaves and Reijo realises that she took just one gold piece but his coin bag is missing.........5 gold pieces.
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Day 8- Pirates & Storms. Part 1.
A day of heavy winds, darks skies heralded the coming of a storm. The crew is set on high alert as the officers bark out orders, Scourge is not cracking out the whip this time.
Like A tantrum thrown by a child, a squall hits first bringing with it a tempest striking at the ship with all the fury of the elements.
You, the crew and the officers are hard pressed fighting against the storm. Sails are furled up and those not manning the ropes are given rowers details, aching backs and arms manning the oars only brought out for a storm like this.
It is hard work for everyone and the effort is telling on most. The ship fights against the waves, winds and it shows as some crew shows fatigue and is whipped for showing weakness.
Failure to meet this check first gains you the fatigued condition, then the exhausted condition.
This imposes a severe condition of -6 to all checks as the lack food and sleep takes its toll.