
Redo Metazzo |

Redo's frown deepens as he listens to Sunnys recounting of information. "Lovely. But to be expected. They are pirates, so why would we expect anything but the taking of other ships. Inevitable, but unfortunate."
"I would like you to be close to me at the outset of any hostilities Sunny. That way I can ensure that you have some magical protection on you before you engage any enemies. Our other erstwhile companions who are unarmored should do the same." he pronounces, his face firm and set.

"Sunny" |

Redo's frown deepens as he listens to Sunnys recounting of information. "Lovely. But to be expected. They are pirates, so why would we expect anything but the taking of other ships. Inevitable, but unfortunate."
"I would like you to be close to me at the outset of any hostilities Sunny. That way I can ensure that you have some magical protection on you before you engage any enemies. Our other erstwhile companions who are unarmored should do the same." he pronounces, his face firm and set.
At Redo's offer of magical help Sunny gives him a thanking hug in return.
"Am bettin' I'll be all right." she reassures her friend. 'Whit t'is it ye be thinkin' a placin' upon m;'self that's lookin' ta' be of helpin'?" She asks.

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Jaundiced Jape happens to be nearby as he overhears your conversation.
"Ah what you japes jabbering about? Ja new swabbies likely be cowering or if you want the reward, perform well enough to be the first boarding party and come back alive!" with that he leaves laughing, not allowing any of you a retort.
"Ignore him." Sandara gestures.
"He may not be part of the boarding party at all. That requires more bravery then can be wrung from his shrunken liver."

Sawib Tabansi |

Sawib raises an eyebrow slowly at the fool as he speaks. When Sandara speaks about the shrunken liver, he snorts.
"That fool would die before he set foot on an enemy ship...I can only imagine that his continued survival is due to lack of combat or someone with worse luck."

Redo Metazzo |

"Am bettin' I'll be all right." she reassures her friend. 'Whit t'is it ye be thinkin' a placin' upon m;'self that's lookin' ta' be of helpin'?" She asks.
Redo shrugs at Sunny's dismissal. "Magical armoring Sunny. Nothing to scoff at, but if its not wanted, I can use my energies elsewhere."

Sunny, |

Sunny hugs Redo again,
"I in't scoffin'. Not a-tall. Nuffin' funny about whut t'is ye be generous enough ta' be offerin'." She reassures her friend.
"I were jus' tryin' ta' be workin' out whut t'is ye be doin' an', like ye said, maybe there be other things ye can be helpin' others with, like." (^_^)

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Sandara clears her throat, catching your attention.
"The fool does have a point. 1st one in a boarding party tends to reap the most rewards and gains fame or infamy pretty quickly and this things take time to train. I suspect that our Captain would soon arrange such a thing or make such arrangments...." she shudders.
"It's amazing what a man such as him can go about with the allies he can make. I do suspect that any captain worth his salt would know when and whom to make allies or enemies with as his or her wont." she continues.
Turning to Suny.
"I and the rest of the crew owe our thanks to you. Discovering Kroop not poisoning us on purpose is a surprise. Discovering he's an excellent chef is even more of one. I don't suppose you and he have an arrangement?" she grins at Suny.

"Sunny" |

Turning to Suny.
"I and the rest of the crew owe our thanks to you. Discovering Kroop not poisoning us on purpose is a surprise. Discovering he's an excellent chef is even more of one. I don't suppose you and he have an arrangement?" she grins at Suny.
Sunny smiles back at Sandara's question,
"Thank'e. I were jus' makin' sure tha' Rum in't all gone." She replies.
"Is good ta' has some one else who like sharin' they's Rum." She nods agreeably to Sandara as she explains then giggles and gives a small bounce.
"I can't wait ta' be playin' with every one!" Sunny exclaims, even as she jumps and hugs Sandara. (^_^)

Redo Metazzo |

"Regardless of any reward, I will not be the first crossing over to any ship we are boarding. I don't have the skills with blade to be useful. I can help keep enemies distracted though, and perhaps knock down some here or there." Redo said. "Regardless, I will do what I can to keep our crew alive."

Sunny, |

Sunny bounces over to Sawib and lightly bats him on the arm, "Then, may-hap ye interested in'a lil' wager?" She asks with a grin.
"When time cones ta' be gettin' aboard t'other ship. We'll have a side bet of shine about which of us be gettin' ta' t'other Stern-castle first?" She smiles and looks around at her friends,
"Whut say ye? Any one else intrigued by tha' idea of a... race?" (^_^)

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It would be several days before the newly accepted crews find that when it comes to preparing for pirate work. Everyone from the Captain to their resident wizard....are practically ruthless and through in their training....
With the ship securely anchored and a substancial amount of food in stores. The crew wastes no time in preparing for a battle likely to occur in a few days.
"Put your backs into it!" Screams out Riaris Krine, the Ship's Master Gunner. Standing at the rails as she screams out at you in the sweltering sun as the sea spray soaks your faces. The task?
A simple method of attaching grapping hooks onto the ship's railing from a jolly boat's rocking movement down below in the waters.
The exercise consists of the characters in the jolly boat throwing grapples onto the Wormwood from 40 feet away, tying the rope off, and then boarding the Wormwood by climbing along the rope. To make it interesting, however, Krine has instructed four random crew members to hurl objects at the boarding characters in an attempt to knock them off, simulating a real attack.
Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet.
The Wormwood’s rail is AC 5. At 40 feet away, the PCs have a –6 on their attack rolls. Once the hook is set, the PC must tie off the rope as a move action, then shimmy along the rope, requiring DC 15 Climb checks.
As they climb, the four pirates aboard the Wormwood hurl a variety of rotting food, garbage, empty bottles, and buckets of bilgewater at the PCs. These items (which count as improvised weapons) do no damage, but any character struck must make a DC 10 Reflex save or lose his grip and fall into the water.
Three Successes are reuired for each PC. More might gain you Attention.
Those fortunate enough are given ample grog for the thankless work as they are given rest and then sent to practice their throws once more.
The more unfortunate ones given a taste of the whip from the more Sadistic Scourge and made to redo their tasks until they succeed.
Take 1 point of Non-lethal Damage for failing.
"Grappling hooks are an essential part of piracy, used to grapple enemy ships and draw them closer for boarding. Being able to use them is therefore considered a vital pirate skill. It makes sense or you'll make a meal for the sharks that sometimes accompany some of these ships." She lectures at some point in the day before handing you over to the Captain.
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"I see that you have spent the day well." Captain Barnabas Harrigan begins, his eyes piercing in his gaze as he captures your attention, radiating power.
"Understand this that no matter your quarrels, dislikes or vendetta. It shall all be put aside in the face of our quarry. Live and reap the Rewards." his voice rising.
"Die and everything is for naught though it means more share for the rest of us." he adds in as though as an afterthought.
"You'll just be replaced." he smiles. Not a pleasant one.
"During the course of the battle, each will do our own part but if you see a crew mate in danger and you can aid. Do not hesitate. Give warning or rush to his/her aid. Why?" he laughs as he says the last.
"Everyone of us that falls means we spend time healing or finding more of you to replace. Everyone of them that falls means less for us to kill. Saving an officer is worhty of a form of reward on my ship so think about it." he ends off as he begins to explain on a series of badly drawn charts on their likely strategy against armored or non armored foes. Mostly on how to kick the armored enemies overboard before moving on to the next one.
The man does prove insightful against how organsied ship combat by the various different countries might act.
It's nearly midnight when the captain finally releases all of you to head back to rest but not before giving everyone a gruelling quiz.
Make an intelligence Check of DC 15 or any of the following Checks at DC 13.
(Take note that each of the below checks can only be made once.)
Knowledge (Nature), to identify likely aquatic guardians
Survival, to tell weather and gaudge the winds.
Knowledge (Nobility), to identify if any of the ships are carrying wealthy patrons.
Knowledge (Planes), to identify Detizens of the Planes likey used in navigation.
Knowledge (Religion), take out any of the enemy clerics if there is any.
Profession (Pirate or sailor), general combat aboard ships when boarding.
Any 3 Sucesses gains you a nod. More might gain you additiona benefits.

Stoma Argento |

Thrown stuff: 1d20 + 5 ⇒ (7) + 5 = 12
Thrown stuff: 1d20 + 5 ⇒ (5) + 5 = 10
Thrown stuff: 1d20 + 5 ⇒ (2) + 5 = 7
Thrown Grapple: 1d20 + 5 ⇒ (17) + 5 = 22
Thrown Grapple: 1d20 + 5 ⇒ (15) + 5 = 20
Thrown Grapple: 1d20 + 5 ⇒ (19) + 5 = 24
Climb: 1d20 + 1 ⇒ (8) + 1 = 9
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Climb: 1d20 + 1 ⇒ (20) + 1 = 21
Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (20) + 1 = 21
Reflex Saves: 1d20 + 6 ⇒ (3) + 6 = 9
Reflex Saves: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex Saves: 1d20 + 6 ⇒ (6) + 6 = 12
Profession Sailor: 1d20 + 6 ⇒ (9) + 6 = 15
Suvival: 1d20 + 2 ⇒ (13) + 2 = 15
Kn Nature: 1d20 + 5 ⇒ (3) + 5 = 8

"Sunny" |

Profession Sailor:1d20 + 7 ⇒ (5) + 7 = 12
Moving to sit comfortable in the rear of the jolly-boat as she awaits her turn. Happily nattering away with whom a=ever shares the stern with herself.
Diplomacy:1d20 + 2 ⇒ (6) + 2 = 8
When it comes time for her to have a go, she stands and deftly pads around the edge of the jolly-boat to stand upon the prow of the jolly-boat.
Acrobatics:1d20 + 7 ⇒ (9) + 7 = 16
Then, swinging the rope she lets fly with the grappling hook.
Ranged Att:1d20 + 4 - 6 ⇒ (1) + 4 - 6 = -1
*Splot*
She reals the line in and tries again.
Ranged Att:1d20 + 4 - 6 ⇒ (3) + 4 - 6 = 1
*Splot*
She reals the line in with a frown and tries again.
Ranged Att:1d20 + 4 - 6 ⇒ (2) + 4 - 6 = 0
*Splot*
She reals the sodden line in with a deeper frown and tries again.
Ranged Att:1d20 + 4 - 6 ⇒ (13) + 4 - 6 = 11
*Thunk*
Then deftly bends over to tie the rope off.
Profession Sailor:1d20 + 7 ⇒ (10) + 7 = 17
Before swinging down and beginning her climb.
Climb:1d20 + 4 ⇒ (9) + 4 = 13
Acrobatics:1d20 + 8 ⇒ (5) + 8 = 13
*Splash*
To which she swims back to the jolly-boat and tries again.
Climb:1d20 + 4 ⇒ (12) + 4 = 16
Acrobatics:1d20 + 8 ⇒ (8) + 8 = 16
To stand grinning and dripping happily on the deck of the Wormwood. Before blinking and looking down at her tanned, wet, natural self and leaning over the Wormwood's railing.
"Dang... I seems ta' has misplaced me cloth...." She muses as she looks about.
Will add the second post after sleeping

Redo Metazzo |

"Lovely." Redo says with disgust, looking at the grapnel held in his hand. "I am as likely to hit one of my own crewmates as I am to hit a passing shark...actually hooking the Wormwood? Not happening today." Redo says morosely as he spins the grapnel up to throw it.
hook toss: 1d20 - 6 ⇒ (13) - 6 = 7
Redo looks fairly shocked as the hook sets home on the railing of the ship, the rope slithering through his hands for a moment before he gathers his wits and ties the rope off.
climb: 1d20 + 2 ⇒ (5) + 2 = 7
climb: 1d20 + 2 ⇒ (10) + 2 = 12
climb: 1d20 + 2 ⇒ (16) + 2 = 18
climb: 1d20 + 2 ⇒ (18) + 2 = 20
climb: 1d20 + 2 ⇒ (9) + 2 = 11
climb: 1d20 + 2 ⇒ (14) + 2 = 16
climb: 1d20 + 2 ⇒ (10) + 2 = 12
No idea how to ajudicate the struggle with the climb
nature, intelligence only: 1d20 + 3 ⇒ (5) + 3 = 8
survival, wisdom only: 1d20 ⇒ 18
nobility, intelligence only: 1d20 + 3 ⇒ (20) + 3 = 23
planes, intelligence only: 1d20 + 3 ⇒ (17) + 3 = 20
religion, intelligence only: 1d20 + 3 ⇒ (11) + 3 = 14

Sunny, |

Knowledge (Nature), to identify likely aquatic guardians.
Technically? Sunny should be able to use,possibly, both 'Knowledge local' and/or her survival skill.. being all naturally aquatic and such...
Survival:1d20 + 5 ⇒ (6) + 5 = 11
Survival, to tell weather and gauge the winds.
Survival:1d20 + 5 ⇒ (8) + 5 = 13
Knowledge (Nobility), to identify if any of the ships are carrying wealthy patrons.
Sunny just blinks her wide, blue eyes at the question. "Uhhh... is a big ship?"
Knowledge (Planes), to identify Denizens of the Planes likely used in navigation.
Sunny just blinks her wide, blue eyes at the question. "Uhhh... is flat? Oh! An' is gets rained on!?"
Knowledge (Religion), take out any of the enemy clerics if there is any.
Sunny just blinks her wide, blue eyes at the question. "Uhhh... they is... um... doin'... glowy stuff?"
Profession (Pirate or sailor), general combat aboard ships when boarding.
Profession Sailor:1d20 + 7 ⇒ (2) + 7 = 9
Yeah... so the dice roller seems to have it in for poor Sunny in this game. Still, she'll be as honest and such about the things she does know about. Which, by the dice roller, would not seem to be a lot. :(

Sawib Tabansi |

Wormwood: 1d20 + 2 - 6 ⇒ (6) + 2 - 6 = 2
Wormwood: 1d20 + 2 - 6 ⇒ (13) + 2 - 6 = 9
Climb: 1d20 + 6 ⇒ (5) + 6 = 11
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
Climb: 1d20 + 6 ⇒ (11) + 6 = 17
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Climb: 1d20 + 6 ⇒ (2) + 6 = 8
Climb: 1d20 + 6 ⇒ (7) + 6 = 13
Climb: 1d20 + 6 ⇒ (16) + 6 = 22
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (12) + 6 = 18
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (9) + 6 = 15
Climb: 1d20 + 6 ⇒ (18) + 6 = 24
After much work and many falls, the tall Garundi makes it up to the ship.
Sailor: 1d20 + 8 ⇒ (13) + 8 = 21
Survival: 1d20 + 2 ⇒ (10) + 2 = 12
Intelligence (nobility): 1d20 + 1 ⇒ (15) + 1 = 16
Intelligence (planes): 1d20 + 1 ⇒ (3) + 1 = 4
Intelligence (nature): 1d20 + 1 ⇒ (20) + 1 = 21
Intelligence (religion): 1d20 + 1 ⇒ (2) + 1 = 3
And just as surprising as his actions on the ropes is his wide variety of knowledge.