| Almathea |
attack 1d20 + 2 ⇒ (5) + 2 = 7
Taking a step to her right to have a clear view of Sy, Thea targets her with a burst of wind and rain. Don't want to risk permanently injuring these people since I'm sure that would earn us punishment, so lets see how effective a little storm is.
| GM Faol Mhor |
Marn manages to grab hold of Aretta and he holds fast.
Aldon swings hard at Fipps but the blow seems to be absorbed by his belly and has no effect on Fipps who seems to ignore it.
Almathea you step to the side with a clear view of Syl and blast her with rain and wind but it batters the wall missing Syl and only getting her wet. Syl yelps "A magic user!!" to this point none of them had noticed any attempts to cast spells on them suddenly they are very aware that they may be at a disadvantage.
Still waiting on some player round 2 actions
| Legem "Lex" Sequitur |
Lex shouts Besmara's justice come down on ye! A divine presence seems to fill the room with a smell like lightning cracked air. swift action activating his judgement of Justice (+1 to attack rolls).
Lex swings his fists toward Narwhal, rage flashing in his eyes.
Attack roll (unarmed strike): 1d20 + 2 ⇒ (16) + 2 = 18
Damage roll: 1d3 + 1 ⇒ (1) + 1 = 2 nonlethal
Edit: I just realized that unarmed strikes can be used with Weapon Finesse. I'm sure I'll hit either way, but my bonus is actually +4 right now and my roll is actually a total of 20.
| Avakor Maekridiz |
Combat Turn 2
Move Action: Nothing.
Standard Action: Cast cure light wounds on Aldon.
Cure Light Wounds healing: 1d8 + 1 ⇒ (4) + 1 = 5
Avakor focuses inward once again, drawing upon his source of power. He incants something in a strange language and touches Aldon on the back, a gentle glow transferring from his hand to Aldon's wounds.
| GM Faol Mhor |
Lex Lays into Narwhal with a hard punch.
Avakor Manages to heal Aldon for 5.
Narwhal and Jape both continue to try and beat on Lex.
Pirates Round 2 Actions:
Japes' Attack 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Narwhal's Attack 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Lex Manages to dodge a blow from Japes but Narwhal catches him with a punch to the kidney's 2 non-lethal to lex
Fipps continues to try and attack Aldon
Fipps' Attack 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Aldon takes a hit to the jaw 3 Non-lethal
Syl takes notice of the two casting spells from the back and moves closer to Avakor. 5 foot step,
She tries to kick him in the shins.
Syl's Attack 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
But he sees the kick in time and steps back with ease.
Aretta screams at being grappled by Marn, she kicks and thrashes before reaching for his beard in an attempt reverse the grapple.
Grapple Reverse attempt 1d20 + 3 ⇒ (5) + 3 = 8
She fails miserably but does manage to yank out a few strands from Marn's beard.
ROUND 3 Begins You may all take your turns. I won't update the map this time but remember Syl is now standing next to Avakor.
| Avakor Maekridiz |
Combat Turn 3:
Move Action: None
Standard Action: Melee Attack (unarmed) On Syl
Attack Roll: 1d20 - 1 ⇒ (11) - 1 = 10
Damage Roll: 1d3 - 1 ⇒ (1) - 1 = 0
Avakor growls as Syl comes at him. He throws a weak punch at her.
Not exactly my forte here...
| Legem "Lex" Sequitur |
Lex winces and grunts at the punch to his kidney, but maintains his fighting stance.
The Pirate Queen's wrath on you then! The divine presence now gives a faintly sulfurous odor to the room, like gunpowder. Swift action to change judgement type to Destruction (+1 to damage rolls)
Lex returns the blow to Narwhal with one of his own.
Attack Roll: 1d20 + 3 ⇒ (16) + 3 = 19
Damage Roll: 1d3 + 2 ⇒ (3) + 2 = 5 nonlethal
| Almathea |
ranged touch attack 1d20 + 1 ⇒ (11) + 1 = 12
non lethal damage 1d6 ⇒ 2
and -2 to attacks for 1 round
Seeing Syl step closer, Thea takes a step back and lets out another burst of wind and rain.
| GM Faol Mhor |
Just letting you all know had a busy day and evening GMing my RL Skull and Shackles so wasn't able to post, they are on to the second book and really enjoying it so I hope you guys will, anyway I'll post again in the morning, I'll probably be able to post a lot tomorrow. Good night and good luck
| GM Faol Mhor |
That's cool Aldon. Are you using firearms and Cannons in that campaign?
Avakor swings wide, but Almathea and Aldon manage to strike and blast Syl. She’s buffeted by water and wind while Aldon’s fist sails thru the storm to strike her on the mouth. 2 HP L, 2 HP NL
Meanwhile Lex is able to land a hard hit on poor Narwhals large nose. 5 HP NL
I am assuming Marn continues with his grapple for now.
The Pirates seem more on edge now that they see walls of water buffeting Syl but they continue their attack.
Japes attacks Lex 1d20 + 3 ⇒ (1) + 3 = 4 Misses
Non-lethal DMG 1d3 + 2 ⇒ (3) + 2 = 5
Narwhal attacks Lex 1d20 + 3 ⇒ (12) + 3 = 15 Hits
Non-lethal DMG 1d3 + 2 ⇒ (1) + 2 = 3 Lex takes 3 NL
Fipps attacks Aldon 1d20 + 3 ⇒ (5) + 3 = 8 Fipps misses
Non-lethal DMG 1d3 + 2 ⇒ (3) + 2 = 5
Syl attacks Avakor 1d20 + 1 ⇒ (6) + 1 = 7 Included the -2 Syl misses
Non-lethal DMG 1d3 + 2 ⇒ (2) + 2 = 4
Aretta again tries desperately to reverse the grapple on Marn, kicking and spiting in his face.
1d20 + 3 ⇒ (9) + 3 = 12 With all her kicking and spitting and beard grabbing she still doesn't' manage to reverse the grapple on Marn. Marn is still in control of the Grapple, although he is getting covered in spittle.
| Legem "Lex" Sequitur |
Annoyed with the continuing pummeling Narwhal is giving him, Lex says nothing and slugs the dwarf again.
Attack Roll: 1d20 + 3 ⇒ (1) + 3 = 4
Damage Roll: 1d3 + 2 ⇒ (1) + 2 = 3 nonlethal
Obviously tired out from the beating he's given and received, Lex's latest punch was a feeble one easily swatted aside by Narwhal.
| Avakor Maekridiz |
Combat Turn 4:
Move Action: None.
Standard Action: Melee Attack (unarmed) on Syl
Attack Roll: 1d20 - 1 ⇒ (15) - 1 = 14
Damage Roll: 1d3 - 1 ⇒ (2) - 1 = 1 nonlethal
Avakor tries to focus on landing a blow on Syl, focusing solely on the attack.
| GM Faol Mhor |
PIRATE ROUND 4:
Marn, Loses his grip on Aretta and she turns on him and tries to punch him
Atttack: 1d20 + 3 ⇒ (7) + 3 = 10 MISS
NL DMG: 1d3 + 1 ⇒ (2) + 1 = 3
Aldon hits Fipps hard in his belly. Fipps reels backwards from the blow, he seems to have had enough and turns to run up the stairs.
Lex and Aldon are able to take an AOO on Fipps as he runs
Narwhal and Jape continue attacking Lex.
Atttack: 1d20 + 3 ⇒ (20) + 3 = 23 Crit, 1d20 + 3 ⇒ (19) + 3 = 22
NL DMG: 1d3 + 1 ⇒ (1) + 1 = 2 (x2, 4 NL damage to Lex)
Atttack: 1d20 + 3 ⇒ (10) + 3 = 13
NL DMG: 1d3 + 1 ⇒ (1) + 1 = 2 (2 more NL to Lex)
Lex takes a total of 6 more NL damage this turn
Syl, unsure of what to do after Fipps turns and runs she tries to hit Aldon
Atttack: 1d20 + 3 ⇒ (3) + 3 = 6 Misses
NL DMG: 1d3 + 1 ⇒ (2) + 1 = 3
| Legem "Lex" Sequitur |
I thought since we are unarmed, we do not threaten and thus can't take AoOs.
Just in case though:
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d3 + 2 ⇒ (1) + 2 = 3 nonlethal
Lex can't tell who threw the blow, but a powerful punch hits Lex in the jaw, and Lex tastes blood as his vision clouds and he falls unconscious.
Took 6 nonlethal damage, 2 of which is converted into lethal damage, and I fall unconscious.
| Aldon Longstrider |
Unarmed attacks without the Improved Unarmed do not threaten for AoO, however, I am not unarmed as I am equipped with a weapon and have been doing lethal damage this whole time. But an AoO in this regard would be dishonorable and against the idea of my character
As Fipps turns away, Aldon turns his attention back to Syl, he pulls his arm back and strikes out for the face, his brass knuckles showing his symbol of pride, the blue eagle of Aldor.
Attack on Syl 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage 1d3 + 1 ⇒ (2) + 1 = 3
| Almathea |
Thea 5ft steps forward so that she can reach Lex and casts
cure light wounds for: 1d8 + 1 ⇒ (2) + 1 = 3
Seeing one of her new comrades go down, Almathea steps forward and bends down to grab him as she prays to Besmara for healing.
| Avakor Maekridiz |
Combat Turn 5:
Move Action:
Standard Action: Melee Attack (unarmed) on Syl
Free Action: 5ft step diagonally back away from Syl
Attack Roll: 1d20 - 1 ⇒ (4) - 1 = 3
Damage Roll: 1d3 - 1 ⇒ (3) - 1 = 2
Noticing a comrade fall, Avakor starts to move to help him, but sees the cleric move to attend to him. He throws a another weak punch at his assailant, before stepping back to pull from the fray.
| Legem "Lex" Sequitur |
Combat Turn 5
Thank ye, Almathea. Lex says as he stands up (move action) and regains his fighting stance, turning to Narwhal once again. Here's payment on that debt I owe ye!
Attack roll (unarmed strike): 1d20 + 3 ⇒ (20) + 3 = 23
Damage roll (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Threatens a Crit!
Confirmation Roll: 1d20 + 3 ⇒ (1) + 3 = 4 Miss, normal hit
Total damage: 5
| Legem "Lex" Sequitur |
Just clarifying, Lex was talking to Narwhal in regards to paying him (or Jape) back for knocking him out, not saying he was punching Narwhal for Almathea. Just realized I hadn't been clear as to who I was talking to. :)
| GM Faol Mhor |
Aldon stikes hard with his brass knuckles and they hit Syl square in the face leaving the Andoran eagle imprint on her skin and blood in her teeth, she reels back and grasps at her mouth. Avakor misses with his blow.
She turns and runs to the stairs.
Lex bounds to his feet and repays Narwhal in kind laying into him with a massive blow. Narwhal is nearly staggered and is caught by surprise by the ferocity of the attack, he steps back stunned before he too takes off running after syl.
Aretta and Jape seeing their numbers dwindle fast run retreat in kind, Aretta spits back at you all as she runs.
Some of the pirates on the stairs jeer as the attackers retreat.
You can all take a round of actions as the attackers are running.
| Aldon Longstrider |
Aldon quickly removes his brass knuckles and puts it back in his hidden pocket. He looks around at the rest of the group that was attacked. "Everyone good? I think it would be prudent for us to get on deck so that we are not punished for being late. If anyone is injured, I can help carry you upstairs."
If anyone takes Aldon's aid, he will help them to the deck, otherwise he briskly walks up to the deck to begin his daily duties.
| Almathea |
Channel energy 1d6 ⇒ 5
Thea lets lose a wave of healing energy after their attackers have retreated up the stairs. "I think everyone should be well enough to make it upstairs now and I agree we best be getting ourselves above deck too. I doubt any of us want a lashing for tardiness."
With that, Thea walks quickly up the stairs to hear what duties they will be doing today.
| Marn Stonewood |
"I agree." Marn already started his way up the stairs. His bruises would fade in time, just like those from yesterday's lashings. He now busied himself removing the spittle from his beard and tidying the thing.
| Avakor Maekridiz |
"Quite the reception so far. I agree, we should hurry to the deck."
Should Avakor report on deck first or directly to Kroop? If on deck, he'll:
Avakor walks briskly after the other two to join the rest of the crew on deck.
If to Kroop:
Avakor walks after the other two, before breaking off to meet with Fishguts in the Galley.
| GM Faol Mhor |
Avakor You head to the galley, once there you look inside and find that Kroop is missing. It doesn't take long to find him in the cabin next to the galley. He is passed out with several empty rum bottles all about him. You are unable to wake him.
A young girl in her mid teens walks into the cabin moments later and says "Cap'n wants to celebrate a bit and needs a pig fer dinner" She sees Kroop passed out, "Well suppose it's just gonna be you, best not screw it up eh?" She takes out a big key and opens a small door leading up a small staircase next to the Galley, where you figure the Captains quarters must be under the aft deck and bridge.
The young girl is named "Caulky" Tarron and she's the Cabin girl. She keeps the captain's cabin clean and takes him his food as well as tests the food for any poison.
Avakor, Today your job assignment is "Special Occasion" Check the daily work assignment info on the campaign info screen for the required roles and also choose a daily action. Don't bother planning a night action, we'll do those later.
The rest of you head on up to the deck and you make it just in time as the last bell tolls the beginning of work.
The pirates who attacked you are up there and they seem to be standing off to one side not saying anything but scowling hard in your direction and nursing their wounds.
They seem angry for sure but they also seem to be a bit nervous as well.
You notice that they are trying to avoid Master Scourge's gaze, and although he isn't trying to make it obvious he seems to get very angry when he sees you all up on deck on time for work
Soon enough Master Scourge is barking out the daily work assignments for the swabs. When it comes to you he assigns work as follows.
Marn to do repairs.
Lex to work the bilge pumps below. You get there from the hatch in the lower deck.
Almathea to go below decks and hunt, catch and kill as many rats as you can.
Aldon you are told by Mr. Plugg as he comes out on deck that since you did a good job on Rope work yesterday he wants you back at it today.
See your appropriate daily assignments on the info page and make your work rolls and choose your daily action.
| Almathea |
Perception check 1d20 + 3 ⇒ (8) + 3 = 11
Dex check for rat catching 1d20 + 2 ⇒ (18) + 2 = 20
Diplomacy 1d20 + 2 ⇒ (7) + 2 = 9
Almathea pays no attention to the other pirates as she hears what her assignment is. Rats?! Ick, I hate catching rats.
Trying not to show how much she doesn't want this job, Thea goes below decks and attempts to catch as many as she can. Like it or not, I'm sure lashes will be given out if I fail to catch anything.
While running about after the little critters, Thea will attempt to talk to any likely individual that didn't attempt to attack them earlier. Casually asking if what occurred earlier is the normal sort of welcome aboard the ship.
| Aldon Longstrider |
Day Two - Day Action - Working the Lines - Influence
Profession Sailor 1d20 + 6 ⇒ (6) + 6 = 12
Fort Save against Exhaustion 1d20 + 2 ⇒ (17) + 2 = 19
Diplomacy on Shortstone 1d20 + 2 ⇒ (4) + 2 = 6
Perception 1d20 + 6 ⇒ (1) + 6 = 7
While working, he tries to find Shortstone again and works the lines besides him. "So you see our little bout this morning? Seems that some people on the boat don't take to kindly to us... Are all pirate ships like this?"
At some point in the day he discretely asks the gnome "Say, you wouldn't have happened to find a bottle of alcohol, you know, something that isn't rum? I need to get back my rifle and I believe the quartermaster has it. I think a good bottle of booze will help me get it."
| Legem "Lex" Sequitur |
Day 2:
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Job: Man the Bilges!
Ship Action (Day): Shop (-2 to checks, visit the quartermasters' store)
Strength Check: 1d20 - 1 ⇒ (1) - 1 = 0
Constitution Check: 1d20 - 2 ⇒ (6) - 2 = 4
Great, let's put the spindly elf on pump duty all day, that sounds like a good idea. Lex says to himself grumpily. Bad enough to be woken up with a brawl, knocked unconscious, and woken back up again by magic.
Unfortunately, Lex's brawl seemed to have left him sore and hardly able to lift the pump at all. Is this $#*%ing thing rusted or something?
#!* this. May as well get something done and talk to the quartermaster about my stuff.
Lex heads up to the quartermaster's store.
Grok? I'd like a word about my things. I am an inquisitor of the Pirate Queen, and I don't think Besmara is any too pleased about the pressgangers holding my things. The Queen will not punish ye if ye give up my things now, since they didn't tell ye whose things they were, but I shan't be able to stop the Queen's wrath if ye knowingly keep my things.
Intimidate Check: 1d20 + 5 ⇒ (10) + 5 = 15 +any circumstance bonuses for using superstition
| Marn Stonewood |
Day 2 - Day Action - Repairs - Sneak
Perception 1d20 + 5 ⇒ (2) + 5 = 7
Marn just grins at the pirates at the other end of the ship. Bunch of idiots, though they do look to be in one piece. Too bad they hadn't been lashed.
The grin only gets wider as he hears his assignment for the day. Finally something good, something he enjoys. The best part though is getting a chance to sneak a peek at the officer's quarters when he's repairing some things close to them.
Perception 1d20 + 5 ⇒ (6) + 5 = 11
Profession: Sailor 1d20 + 7 ⇒ (20) + 7 = 27
| Avakor Maekridiz |
Day 2 - Day Action: Work Diligently
Profession (cook) to Slaughter da' Pig: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Profession (cook) to Cook da' Pig: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
Avakor breathes a heavy sigh once she leaves. "Second day on the job and already they've got me preparing for a party... You'd think that it'd wait until we've actually DONE something worth celebrating..."
Then again, it is just the captain celebrating. Must be something special to him then. Is he a sentimental piece of villany? He smirks at the thought.
"Well, time to get to work," Avakor mumbles to himself as he grabs up the tools he'll need for the messy work ahead of him.
Avakor walks out into the hold where he had first seen the pigs. He approaches the nearest penned in pig, "Well, pig, it looks like you're dinner tonight. Today is just not gonna be your day, and sadly tomorrow is looking rather bleak as well."
| GM Faol Mhor |
DAY 2: Work day Results
You work next to Conchobhar all day, but he appears to be suffering from a headache today, to much rum and isn’t in the best of sorts to converse. ”Conchobhar does not know! You think Conchobhar has more experiences on a ship than you? Conchobhar is a gambler he gambles, he does not care if you fight. Ohhhh!! He rubs his head.
Later in the day when you ask him about the Alcohol he says ”Ugh! Steal it or win it in a game of chance. Good luck stealing it!, anyone who has any of the good stuff will have it in their lockers, Conchobhar would...and if he did he wouldn’t have to drink piss and feel like #@$% the next day.” He moans again and moves off down the rigging mopping his sweaty brow with his purple hat.
Your experience with repairs pays off and your work comes easy to you.
You notice a chance to get into the officers quarters when they are all out on deck talking on the bridge with the captain and you sneak inside the unlocked room.
The room has several hammocks and sleeping mats as well as lockers for each of the officers. There is a set of stairs sharply extending down in the middle of the room, you figure that the large fellow you saw earlier must be chained up down there to guard the stair case up.
On either side of the room there are doors that seem to lead into two much smaller rooms but both appear to be locked with padlocks.
You catch more than enough rats to please Scourge, or at least avoid a whipping.
Later in the day you ask your question of a tall mwangi woman named Shivikah, the conversation doesn’t go well. She seems like she has little time for you and is very gruff.
”Where I am from the weak are killed by the strong, it is so here I think. These thought you weak, instead you proved to be stronger. On the ships I come from the weak are sold by the strong, here you complain about a small fight, there it would not have been done until blood was upon the ground. You are lucky.” She walks away without a further word.
As a sailor and follower of Besmara you would know that even pirates go by a code, and most often any quarrels are supposed to be left until the sailors gets to land, so the attack was a little odd, but pirates are never ones to really follow codes to strictly.
I am assuming you meant to add +4 to your rolls not subtract from them? In anycase you pass your rolls.
The day is a busy one for you. You kill the pig cleanly and prepare it as well as the stew for the crew. Just before supper the young woman comes down and collects the food for the captain and some of his officers and she heads back up stairs without saying anything.
Lex your day in the bilges goes terribly. Scourge comes down and yells at you several times and threats you with a whipping at bloody hour. By the end of the shift you are fatigued, soaked and sweaty. You are fatigued for the evening actions
When you go and meet with Grok she seems pretty suspicious of you, "how many o’ you Besmarans are aboard now?” She seems reluctant to hand anything over but she notices your symbol of Besmara and decides it’s better to be safe than sorry and she hands your gear over to you.
I am assuming you will start wearing your studded armour during the day, can you please update your AC to reflect that. I use that number for quick reference.
At the end of your shift you are all called up on deck for bloody hour and Scourge happily has Lex lashed to the main mast where he delivers three heavy blows for what he calls a pathetic effort at working the bilges.
1d3 + 2 ⇒ (3) + 2 = 5
1d3 + 2 ⇒ (1) + 2 = 3
1d3 + 2 ⇒ (2) + 2 = 4
Lex you take 12 Non-lethal. After you are whipped Sandara asks Almathea for some help and she carries you below deck where she channels energy and heals you.
2d6 ⇒ (6, 2) = 8
2d6 ⇒ (5, 5) = 10
Just an aside, it really helps me if you keep track of your health in the status bar beside you name. Also if you get your armour back please remember to update your bar because I use it for quick reference during combats
After bloody hour you are all handed your rum rations and you may take your actions during leisure time. please roll for rum, either to drink or to ditch and choose your evening action.
| Marn Stonewood |
Poor guy. First he takes a beating in the morning and now a lashing. It was good they had people on board that could patch him up.
When the time for the rum rations comes Marn first downs his mutagen, growing slightly bulkier in the process, and then gulps the rum down in one go. Better get it over with.
Rum 1d4 ⇒ 3
Fort Save 1d20 + 5 ⇒ (9) + 5 = 14
Evening
Once the rum is dealt with Marn retreats to the sleeping area. Once there he starts his work on a new mutagen but considering the dealing earlier that morning he instead opts for one that enhances his physical might. In addition he disposes of his current bombing extract and instead makes a vial of stonefist. If those idiots challenged them again tomorrow they'd pay for it.
After that was done he started fiddling around, trying to create something resembling booze to trade with the quartermaster.
Craft: Alchemy 1d20 + 8 ⇒ (11) + 8 = 19
Even if the result ends up being cleaning alcohol, there probably still are interested parties on board.
Night
Once the call for the night comes Marn packs away his things and goes to sleep.
| Almathea |
Almathea helps Sandara carry Lex below deck and stays with him until he seems recovered. Just in case their attackers from this morning decide to try anything for revenge while he is injured.
fort 1d20 + 2 ⇒ (10) + 2 = 12
rum 1d4 ⇒ 4
fatigue 1d8 ⇒ 8
What dc for the fort save?
Thea drinks down her rum with dinner and then looks for a place to hang her hammock for the night. Wanting to try to get a good night's rest after the tiring day they just had.
| GM Faol Mhor |
DC 5 for Rum, so if you get 4 or less you are considered addicted and then you suffer -2 CON if you don't drink it every day. I believe Aldon is the only one to have failed it once so far and is addicted. It is healed after two successful checks. I am just going to say its a straight -2 to con, not -2 to con each day, it's not cumulative.
| Legem "Lex" Sequitur |
AC & HP updated on my status bar :)
Night 2
Rum Ration: Ditch
Ship Action: Influence (The brown-haired halfling who knocked over my bucket on the first day)
Already exhausted (though merely fatigued in game terms) from his day in the bilges, Lex ditches his rum ration rather than drink the stuff and make him feel worse.
Stealth check 1d20 + 3 ⇒ (7) + 3 = 10
Lex finds an empty locker in the middle deck and places his backpack in it (containing his gunsmith's kit, quiver of arrows, and net) and his trident and shortbow. His studded leather armor he dons and attaches the scabbard with his rapier to his belt. He shuts the locker, puts a bit of string through the lock hole and ties it and releases his dagger from his wrist sheath and faintly scratches Besmara's holy symbol (perhaps the size of his palm) onto the door near the handle, hoping that superstitious pirates would leave it alone long enough for him to procure a lock. He replaces the dagger into the sheath and resets the springs.
During dinner, Lex takes a seat near the halfling swab.
Oy, ye're the one who knocked over my bucket yesterday, right? No worries, spilled seawater is the least of my worries right now. I'm Lex, Lex Sequitur. And ye would be?
After introductions, Lex offers a hand to shake. Finally got my gear back from the purser. Especially glad to have my rapier back. This is the one I used to kill the bastards who took my wife and worked her to death in the heat. Call the blade Corssting, that's Cor's Sting, the just retribution of my wife,he annunciates more clearly the second time. He growls in a low voice, Seems to me that Corssting will fly out once more around here soon or late, the unprovoked beatings and whippings we've gotten from Plugg and his goons. When the time comes, I hope ye side with me and my lot over Plugg's. Hate to fight a lady, though ye look like ye'd hold yer own in a fight.
He gestures to her handaxe, "Any good battles with that thing?"
Using Intimidate to influence the halfling. Any circumstance bonus to the fact I beat up Narwhal pretty badly?
Intimidate check: 1d20 + 5 ⇒ (4) + 5 = 9
WHY DO THE DICE HATE ME TODAY?
| Avakor Maekridiz |
The cook in my game has such a rediculous luck streak. She's gotten "Bull Session" three times in ten days and Kroop's been conscious for most of it. Finally rolled the special occasion at the end of the last session.
Day 2 - Night Action: Sneak (Galley)
Rum Ration: Drink
Rum Bonus: 1d4 ⇒ 1
Fatigue Duration: 1d8 ⇒ 2
Fort Save: 1d20 + 2 ⇒ (20) + 2 = 22
Perception Check in Galley: 23
Stealth Check: 1d20 + 1 ⇒ (6) + 1 = 7
Avakor downs the rum with dinner and quickly tries to sneak back off to the Galley to look around. As he starts to look about, he knocks around several pots and pans and with a sigh looks around for a nearby broom.
Even if there is anything in here that I could use, the place is a complete mess. Maybe putting the place to order would be a good idea... Besmara's Breath, maybe that rum was a bad idea. He grabs his stomach and stands still for a moment, hoping that the fire in his belly will settle.
He grabs whatever cleaning implement he can find in the place, if he can find anything, and begins to work moving about items and trying to sort the place out, making a mental list of the things that he finds. Eventually, his mind begins to wander.
I'm not really mingling with the crew this way. I should talk to the others that I was pressed on board with and with that priestess. At least they haven't seemed hostile... yet...
| Aldon Longstrider |
Night 2 - Sneak
Aldon will grimace as he drinks down his rum ration
Charisma Bonus 1d4 ⇒ 1
Hours Fatigued 1d8 ⇒ 1
Fort Save 1d20 + 2 ⇒ (10) + 2 = 12
Aldon will attempt to locate the quartermaster store to see if he can take a look at what is stored there. He will keep a look out for anyone else or his equipment.
Perception 1d20 + 6 ⇒ (5) + 6 = 11
Stealth 1d20 + 4 ⇒ (9) + 4 = 13
| GM Faol Mhor |
Lex you all got a lock and key for your locker when you were shown where to hang your hammock on the first day.
Because you choose “sneak” you can take 20 instead of rolling the perception check
You manage to sneak into the Galley where the quartermasters store is but you find that the door is locked and you can’t get in. You look around the mess of a galley and something catches your eye in a corner, 2 bottles of good Chelish Brandy hidden under a dirty rag.
You manage to make some alcohol, your just not sure if it’s much better than what you get for Rum rations so you are guessing not to many people will pay for it, they might...but they might not.
After working away you head to bed.
You head to bed and fall asleep quickly to the rocking of the ship
You sneak down to the galley but after knocking around the pots and Pans fishguts stumbles in to the kitchen. ”Eh! What’s the meaning of all this ruckus?? Oh it’s you...Avacare, avocoor, Alkor...anyway, just make sure yeah clean up that mess, he stumbles back into his room and doesn’t seem to care that you are in there.
As you are cleaning up you find a large cook book under a table, it appears to be well used but not as of late. You figure that it could probably be useful to you and you guess Fishguts won’t miss it.
The cook book gives you +1 profession (cook) if used when making a meal, it is also worth 125 gp...but probably not to anyone on board :)
As you start to introduce yourself to the halfling you find out two things, her name is Rosie Cusswell, and she doesn’t take kindly to your attempt to intimidate her. before you are able to get much more than your introduction in BAM!! A fancy looking hand axe nearly takes of your hand off.
”Don’t you *&%#’n give me any of yer &^$# @#$%. I’ve had enough of you $#%^ers treating me like @#$% #$#^, so piss off. I thought it was bad enough that ^%&’n little gnome can’t keep his hands to himself, and %$^&ing Scourge and &$&%ing Plugg took my fiddle, and damn Grok won’t give it back, and %*#$’n Scourge tried to take my axe here. But now you come along and %$#%’n try to %$^&’n throw yer weight around? &*$^ you!! And let me tell you another thing....”
Her tirade seems to go on for another five minutes, as she cusses and swears at you to the amusement of most of the people around you. You finally get out of there but now you know something about Rosie cusswell, she can sure swear! But she also seems on edge and frustrated about her fiddle being taken from her.
Just for future refrence, You can use intimidate to improve relationships but that means you are trying to scare the person into respecting you not have a pleasant conversation. I'm assuming you used it because it's a better roll but what you wrote seemed more like a diplomacy check. In anycase because the roll was so low I just made Rosie assume you came to intimidate her by your swagger and she didn't care much to listen to what you had to say. Besides it was more fun :)
| Aldon Longstrider |
Aldon strolls nonchalantly to the galley, grabs the two bottles and pockets them inside his coat. He walks over to his bunk and stores the bottles in his locker by his bunk. He smiles slightly to himself before hitting the hay.
| Legem "Lex" Sequitur |
I'll post more later tonight guys :)
| Avakor Maekridiz |
Avakor picks up the book and searches around for a place in the kitchen to stash it before heading off to bed.
Considering all this mess, I hope that Fishguts doesn't move it somewhere else before I can get back here tomorrow...