Cuff wellgrind |
I was trying to intimidate him to make him shaken just in case there was a misunderstanding. Shaken is a -2 to all ability checks so he should be 2 STR down.
Cuff Snarls at the mawangie man "I show yea who's soft and where yea Bilge rat!"
STR: 1d20 + 3 ⇒ (4) + 3 = 7
Cuff wellgrind |
Oh well if I have to match a bet then I'm out. Only thing I've got is My knuckle duster's and ain't no way I'm going to even RISK giving them up. Ignore what I said.
"Yer off her rocker if yea think I got somethin to put up. Just signed on idiat! Maybe Tomorrow." Cuff stands up picking glass from his arm and goes to watch vexes performance.
*WHISTLE*
The Changing Tide |
Top Deck
The woman smiles up at Amara and stands, holding her hand out towards Amara for a shake. "Nice to meet ya mate, name is Sandara!" as their hands touch, Amara feels a slow spreading warmth flowing up her arm towards her chest and settling right below her holy symbol. The woman grinds broadly and taps the matching holy symbol on her chest. "And we are sisters!" She laughed, pulling her down beside her on to the crate and handing her the bottle.
"So you are a Priestess of the Queen too hey? Good to have another of the clergy aboard. Sorry you got mixed up here though, pretty damn miserable hey?"
Amara Mel |
Amara takes a sip from the bottle and nods.
"I think most of this batch would have signed up freely, given the choice." She pauses. "That's what I hate most, being forced into it. This life is all about freedom, right?"
"Hey, Sandara, if you don't mind, can you tell me anything about the crew? Now that I'm here, I'd like to make the best of it." She hands the bottle back.
Cadj Nassen |
Cadj get to his "bed", taking time to massage his worn out body, trying not to touch the places where the whip has biten.
So I'm part of a pirate crew, for better or worse. I haven't access to my spellbook, I have no weapons, and neither my healing kit or my tools. What I have are my brains and my body. It will have to do.For now.
He watches into the dark place
I need to find allies, or at least useful, disposable fools. And to get my spellbook back. Maybe the best way of action is to make myself useful. I'm not shy of working and proving my worth.
The Changing Tide |
Top Deck
Sandara frowned before taking the bottle and swigging some back. She nodded before pointing down on to the deck, "Rosie Cusswell," she points at a small Halfling woman, "Crimson Cogburn," she moves to a man wearing a blue Varisian scarf on his head, "and Conchobhar Turlach Shortstone." she finishes, pointing at a Gnome. "Those three just joined the crew there recently, and some of em are less happy than others to be here. The one eyed beauty with the short hair who went in after the Officers? Caulky Tarroon, she is the Cabin Girl for the Captain. And you have met Owlbear?"
The Changing Tide |
Laying Down the Law
Dawn rises and you are dragged from your beds by the tolling of the morning bell, signalling for all hands to make to the main deck for breakfast and the start of the day. Your hammocks hang in the back of the hold, and as you make your way towards the stairs, you find your paths blocked.
A group of six pirates block your way, glaring threateningly and grinning with malice. "What's the hurry?" A tall dark Mwangi man asks, his arms crossed over her chest. "We figure you new runts need a few lessons, and were the ones to give em to ya. I'm gonna stomp a hole in that pretty green face, teach you some respect after last night!" he grins at Cuff, moving forward, fists raised.
Amara-1d20 - 1 ⇒ (16) - 1 = 15
Cadj-1d20 + 2 ⇒ (4) + 2 = 6
Cuff-1d20 + 3 ⇒ (14) + 3 = 17
Machete-1d20 + 7 ⇒ (2) + 7 = 9
Ondir-1d20 + 4 ⇒ (16) + 4 = 20
Vex-1d20 + 5 ⇒ (5) + 5 = 10
Arreta-1d20 + 2 ⇒ (17) + 2 = 19
Fipps-1d20 + 2 ⇒ (19) + 2 = 21
Maheem-1d20 + 1 ⇒ (17) + 1 = 18
Syl-1d20 + 2 ⇒ (12) + 2 = 14
Tilly-1d20 + 1 ⇒ (1) + 1 = 2
Tam-1d20 + 1 ⇒ (9) + 1 = 10
Fipps
Ondir
Arreta
Maheem
Cuff
Amara
Syl
Vex
Tam
Machete
Cadj
Tilly
Machete had awoken late afternoon the day before, laying on a cot in the Ships Doctors office, stripped of all of his gear. The drugs and the proceeding beating he had earned, after the drugs had not fully worked, has seen him in bad repair. The doctor had healed him up as much as she could but he was not fit for work for the day. He had been hurried from the room in time to have a bowl and a tankard shoved in his hand, before he was told to go get some sleep. The pirates don't seem to be distinguishing between him and the others however and Machete is pretty sure he is bound for the same beating as the others.
Fipps darts forward, lashing out with all of his might at the Cleric. "Better start praying now b++%~!"
Fipps slams his fist in to Amaras cheek, but managed to get very little power behind it.
Amara takes 3 nonlethal damage
Ondirs go.
The Changing Tide |
Laying Down the Law
Dawn rises and you are dragged from your beds by the tolling of the morning bell, signalling for all hands to make to the main deck for breakfast and the start of the day. Your hammocks hang in the back of the hold, and as you make your way towards the stairs, you find your paths blocked.
A group of six pirates block your way, glaring threateningly and grinning with malice. "What's the hurry?" A tall dark Mwangi man asks, his arms crossed over her chest. "We figure you new runts need a few lessons, and were the ones to give em to ya. I'm gonna stomp a hole in that pretty green face, teach you some respect after last night!" he grins at Cuff, moving forward, fists raised.
Amara-1d20 - 1 ⇒ (17) - 1 = 16
Cadj-1d20 + 2 ⇒ (1) + 2 = 3
Cuff-1d20 + 3 ⇒ (1) + 3 = 4
Machete-1d20 + 7 ⇒ (20) + 7 = 27
Ondir-1d20 + 4 ⇒ (2) + 4 = 6
Vex-1d20 + 5 ⇒ (11) + 5 = 16
Arreta-1d20 + 2 ⇒ (13) + 2 = 15
Fipps-1d20 + 2 ⇒ (16) + 2 = 18
Maheem-1d20 + 1 ⇒ (1) + 1 = 2
Syl-1d20 + 2 ⇒ (19) + 2 = 21
Tilly-1d20 + 1 ⇒ (17) + 1 = 18
Tam-1d20 + 1 ⇒ (6) + 1 = 7
Fipps
Ondir
Arreta
Maheem
Cuff
Amara
Syl
Vex
Tam
Machete
Cadj
Tilly
Machete had awoken late afternoon the day before, laying on a cot in the Ships Doctors office, stripped of all of his gear. The drugs and the proceeding beating he had earned, after the drugs had not fully worked, has seen him in bad repair. The doctor had healed him up as much as she could but he was not fit for work for the day. He had been hurried from the room in time to have a bowl and a tankard shoved in his hand, before he was told to go get some sleep. The pirates don't seem to be distinguishing between him and the others however and Machete is pretty sure he is bound for the same beating as the others.
Fipps darts forward, lashing out with all of his might at the Cleric. "Better start praying now b&$**!"
Fipps slams his fist in to Amaras cheek, but managed to get very little power behind it.
Amara takes 3 nonlethal damage
Ondirs go.
Ondir Stormeye |
"Pickin' a wench for ye' first target? Takes a big sailor that does!" Ondir darts forward with a scowl, meeting Fipps as he charges into the woman that he appears to have been lumped together with, along with the other new crew members. He puts what strength he has into a blow towards the man's gut, though he's always preferred the twist of a blade in his hand.
Fist: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d3 ⇒ 3
The Changing Tide |
Arreta darted forward, lashing out with all of her strength, throwing a punch right for Cadjs face.
The short Taldan womans fist connects with the Wizards cheek and sends him stumbling back a little.
Cadj takes 4 non-lethal damage.
Maheem, meanwhile, charged towards Ondir, throwing a kick towards the mans chest.
Maheems kick connects with Ondirs side, driving the man back, as he feels his ribs ache.
Ondir takes 6 non-lethal damage.
Cuff then Amara
Cuff wellgrind |
Cuff enters a rage and infuses his next attack with cold.
He then moves to flank with Ondir
Atk: 1d20 + 10 ⇒ (3) + 10 = 13
DMG: 1d4 + 1d6 + 8 ⇒ (1) + (6) + 8 = 15
If it hits that's 9 nonlethal physical dmg and 6 lethal cold dmg.
Amara Mel |
Amara rubs her cheek and sees that Fipps is on the ground. She then judges that Maheem is the leader. Clutching her holy symbol, she shouts at him:
"Flee!"
Casting Command. It's DC 15 for a will save, and if he saves, he's staggered for a round. Otherwise, he tries to flee.
Cuff wellgrind |
I believe she was thinking of mythic command.
Vex Silvertongue |
She tries to help out by flanking with a partner. Not that she was that good with this kind of fighting. But all she manages is hitting air
Attack: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4
Damage: 1d3 - 1 + 1d6 ⇒ (2) - 1 + (1) = 2
yup.... she sucks at this kind of fighting...
-Posted with Wayfinder
Cadj Nassen |
Punch: 1d20 + 2 ⇒ (3) + 2 = 5
dmg, NL: 1d3 + 2 ⇒ (1) + 2 = 3
Cadj tries to hit the Taldan girl back, but surprised by the arcane power displayed by the half orc, misses completely
Interesting... there's more power in this half breed than I initially suspected.
"Machete" Mateo |
Tam's due to act before me, but I won't be able to post later in the day and don't want to hold up the game; I moved my Roll20 token, but it's hidden beneath Fipps's.
A fit young human male of mixed Mwangi descent steps forward out of the shadows of the hold's stern. Standing over the fallen pirate, he swings a fist at Maheem.
unarmed strike: 1d20 + 3 ⇒ (18) + 3 = 21 forbludgeoning, nonlethal: 1d3 + 2 ⇒ (1) + 2 = 3
The Changing Tide |
Tam and Tilly turn tail and take off up the stairs, running at full tilt, not wanting to deal with the mad new recruits.
Machetes strike connects with Maheem but the brute stays standing, grinning viciously not at Machete, but at Cuff. "Your a big f&+*er aye, guess this is double or nothing hey?"
Ondir
Ondir Stormeye |
Coughing roughly as Maheem's foot collides with his ribs, Ondir holds his ground as best he is able, gritting his teeth and throwing a punch towards the man's face.
Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d3 ⇒ 2
He flashes a smile and shouts as his knuckles connect with the man's cheek, "Looks more like its nothin' for yerself mate!"
I'm assuming he hits with a 20 here, I can edit the post if not.
The Changing Tide |
Maheem spits blood on to the deck, before grinning viciously around. "Well guess it is just me and this b!+$~ against the lot of yeh. Arreta you punch that b~@~~ and I'll gut the greenskin. If he wan't to play rough, we'll play rough!" He nods over his shoulder at Aretta, who stops in her tracks and steels herself slightly, bristling angrily.
With that Maheem draws his shortsword and lashes out at Machete with all of his might.
1d20 + 7 ⇒ (20) + 7 = 271d6 + 4 ⇒ (2) + 4 = 6
Confirm-1d20 + 7 ⇒ (5) + 7 = 121d6 + 4 ⇒ (1) + 4 = 5
Maheems blade bites deep in to the Half-Orcs side, twisting viciously and causing a massive gash. "Yeh ain't ded, ye'll live ya green c+$$!"
Maheem takes 11 points of damage. Crits are a b$**$, even with just a shortsword.
Arreta glanced at Maheem and backed away, "F~~$ that... I'm out!"
Cuff and Amara.
Cuff wellgrind |
Cuffs radiats an Aura of barely contained, unbridled rage of the deep. His fist shrouded in a cold so intense Maheem can feel it 5 feet away. He says but one word.
"Run."
Intimidate: 1d20 + 12 ⇒ (15) + 12 = 27
Then he punches Maheem in the face.
ATK: 1d20 + 8 ⇒ (5) + 8 = 13
DMG: 1d4 + 1d6 + 9 ⇒ (4) + (6) + 9 = 19
That's 13 nonlethal and 6 lethal.
Cuff wellgrind |
Oops forgot about that. Attack.
The Changing Tide |
Sorry guys, hectic with work and the like. Just getting around to a reply now.
As Cuffs fist connects with the huge Mwangi man, spit and blood flies from his face as he crashes to the ground and skids across the deck to lie in a heap under a hammock. Silence falls in the hold and you can hear, from up on deck, the sounds of the day beginning anew above.
What do you want to do? It has been only around 30 seconds since the battle began in total, and the bell rang maybe a minute ago.
Cuff wellgrind |
Cuff pillages the unconscious body body of the idiot beta male. "Mine now a*+@#@@." Afterwards He heads up to the deck and gets to work.
Cuff wellgrind |
Its alright man, whenever your ready.
The Changing Tide |
Cuff shakes the man down roughly and squeezes him for everything he has got.
Cuff finds a throwing axe, a shortsword, a dagger, a sap, some basic piratey clothing, a sealed vial of clear liquid, a tough but strong leather belt and a hat with a parrot feather plume. In the mans purse he finds 16cp, 8sp, 5gp and a silver ring with a raven etched in to its face.
As the new recruits duck up on to the deck, they find themselves face to face with Scourge. The man stared at them for a moment, before gesturing towards the bucket of ships biscuits and the pales of watered wine.
"Get watered and fed then come see me. Have a lot of work to do today!"
Amara-2d6 ⇒ (3, 5) = 8
Cadj-2d6 ⇒ (5, 6) = 11
Cuff-2d6 ⇒ (1, 2) = 3
Mateo-2d6 ⇒ (6, 6) = 12
Ondir-2d6 ⇒ (3, 4) = 7
Vex-2d6 ⇒ (4, 2) = 6
Mateo-1d100 ⇒ 741d6 ⇒ 4
Day 2-Fishing: Catching tonight’s supper using the ship’s nets. A Profession (fisherman) or Survival check provides enough fish.
Catch and clean the fish for fish stew, Kroops favourite dish
Day 3-Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.
Get nice and drunk and talk nonsense.
Day 2-Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring an Acrobatics check and Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.
Your task is to run messages between Plugg, Master Scourge and the Quartermaster Grok
Day 3-Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing
rope all day, requiring a Profession (sailor) or Dexterity check
One of the bars on the capstan has cracked and needs to be sealed and wrapped
Day 2-Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring Climb checks to reach the rigging 30 feet up, followed by a Profession (sailor) or Dexterity check.
The Mainsail has come loose due to wear on one of the rings holding her in place.
Day 3-Line Work: Hard work hoisting and lowering sails,requiring a Profession (sailor) or Dexterity check. The PC must also make a Constitution check to avoid being fatigued at the end of the shift.
Ya fixed her yesterday, now ya got get her all back in place and lookin spiffy.
Day 2-Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring Profession (sailor) or Dexterity check.
One of the topsails tore during a storm before they set in to Port Peril and needs to be sewn back together.
Day 3-Hauling Rope: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (sailor) or Strength check. The PC must also make a Constitution check to avoid being fatigued at the end of the shift.
The Rope locker is in a mess and needs to be cleaned out and coiled right.
Day 2-Hauling Rope: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (sailor) or Strength check. The PC must also make a Constitution check to avoid being fatigued at the end of the shift.
One of the Topsails got torn in a storm and is being repaired, you need to gather all of the rigging attached to it and coil it all correctly.
Day 3-Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
Scrub the decks till they sparkle.
Day 2- Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a Strength check. The PC must also make a Constitution check to avoid being fatigued at the end of the shift.
Scrubbing the bilges with a mop and bucket.
Day 3-Rat Catcher: Catching rats and other vermin below decks, requiring either a Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
Cleanin up the filth on the ship.
I need rolls for your jobs, fortitude saves if you drink the rum at night or Stealth Checks to dump it out. I need Perception checks, one for each day. And I need daytime actions and nighttime actions for both days.
If you are wanting to interact with an NPC, write out how you go about approaching them, where you go to find them and I will reply with them IC.
PLEASE do not just post your rolls. Try to roleplay it all out a bit.
And I will update as we go along. Thanks guys!
Cuff wellgrind |
I assume that we can just take 10 on these? If so then along with working diligently are 18 for the climb & sailor checks for the first day and 14 on the second. If we can't
Climb: 1d20 + 8 ⇒ (2) + 8 = 10
Climb: 1d20 + 8 ⇒ (1) + 8 = 9
Climb: 1d20 + 8 ⇒ (20) + 8 = 28
Climb: 1d20 + 8 ⇒ (20) + 8 = 28
Climb: 1d20 + 8 ⇒ (19) + 8 = 27
Prof. Sailor: 1d20 + 8 ⇒ (13) + 8 = 21
con from drinking: 1d20 + 4 ⇒ (2) + 4 = 6
Percep: 1d20 ⇒ 12
Still feeling the partially healed gash from this mornings fight, Cuff does his best in the days work. He never liked anyone very much and this ship was amplifying the problem. He needed to become the boss of the crew... Fast. He'd sleep on it today, work on it tomorrow.
Prof. Sailor: 1d20 + 4 ⇒ (14) + 4 = 18
con from exhaustion: 1d20 + 4 ⇒ (6) + 4 = 10
Con from drinking: 1d20 + 4 ⇒ (4) + 4 = 8
Percep: 1d20 ⇒ 19
Feeling less than great Cuff decides its best to keep recuperating, wait for his time to strike.
Cadj Nassen |
Day2
Runner, Working Diligently: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26
Con check: 1d20 + 1 ⇒ (18) + 1 = 19
Cadj spends his day delivering messages between the officers, showing surprising agility and stamina.
Every message is delivered with all the respect due, the man shows nothing of his feelings.
Stealth: 1d20 + 2 ⇒ (20) + 2 = 22
At the end of the day, Cadj tries to get rid discreetly of his rum ration, and to speak with Quarne, the ship surgeon, of their common interest in the healing arts. But the man doesn't even answer, maybe fearing that Cadj want to become the ship surgeon.
Diplo: 1d20 ⇒ 4 Of course now I roll low..^^
Day 3, Working diligently
Dex roll: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Once again, the Chelaxian does his best to accomplish his task.Sewing sails isn't difficult when you are used to sewing flesh on a conscious man. There is less trashing around, cursing and yelling...
Rum: 1d20 + 1 ⇒ (7) + 1 = 8
Out of boredom, Cadj drinks his rum tonight. Feeling the liquid burning his throat, he realises how bad the idea was.
Socialize? (Diplo, Rum bonus?): 1d20 ⇒ 13
Nevertheless, the alcohol loosen his tongue as he speaks to "Slippery" Syl Lonegan, trying to get informations and tricks of the trade for his future tasks.
I made a mistake yesterday trying to speak with an officer. Better build my way up with the common crew.
I've watched you working on the rigs, and I was impressed by your skills and agility. There are many things to learn on a ship, and I'd like you to teach me. After all, we're all in the same ship, and the quicker I am able to work adequately, the safer we'll all be. There are some sailor's knots on the ropes I wouldn't be able to untie or tie back if needed, for example.
Trying to get a few tips about "Profession-Sailor", so I could maybe have a bonus on next task.
"Machete" Mateo |
DAY TWO
DAYTIME ACTIONS:
Job (Sail Repair) Roll: Profession (sailor): Take 10 (if allowed) 10+5=15; if not: Profession (sailor): 1d20 + 5 ⇒ (4) + 5 = 9
Perception Roll: Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Daytime Action (Influence) Roll: Since Mateo really doesn't know anyone on the ship yet, I'd like him to make Sense Motive "hunch" checks (+2 modifier) on the people he meets during the day. If/when he meets someone who seems trustworthy, he'll attempt to influence that person.
Swabs He Meets: 4d8 ⇒ (6, 4, 5, 3) = 18
Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10
Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
As he works to repair the topsail, Mateo has brief interactions with a few other members of the crew: a half-elven woman called "Badger," a fit human male the crew call "Crimson," and a female pirate named Tilly--one of the crew who'd aborted the morning ambush belowdecks. The last one tries to avert her eyes from Mateo, perhaps because she's sorry or embarrassed about the morning attack. Mateo decides to push the issue with her.
"Care to tell me what that ruckus this morning was about?" Mateo demands firmly of Tilly. "I haven't done anything to make an enemy of you, yet you and your pals tried to jump me and those others this morning. I noticed you bail out: maybe you're smart, maybe you had second thoughts, or maybe you're just a coward. So tell me: Do you want to make me an enemy?"
Regardless of how the confrontation with Tilly goes, later Mateo gets a chance to speak briefly with Ornir when the fellow brings the topsail's rigging over to be reunited with the repaired sail....
"So...can you tell me what that little ambush in the hold this morning was about, friend?" Sticking out a hand, the young man adds, "Name's Mateo, by the way."
NIGHTTIME ACTIONS:
Rum Fortitude Save or Dump Stealth Check: Fort Save: 1d20 + 3 ⇒ (12) + 3 = 15
Nighttime Action (Influence-Tilly) Roll: Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19 EDIT: This roll may have an alchemical bonus due to the rum.
After downing the hideous Rum-Grog, Mateo decides to again approach Tilly and try to determine if she's close to Maheem and Fipps or maybe is a decent sort who was ordered to take part in the morning ambush.
DAY THREE coming shortly.
"Machete" Mateo |
DAY THREE
DAYTIME ACTIONS:
Job (Hauling Rope) Roll: Profession (sailor): Take 10 (total 15) if possible, otherwise:
Profession (sailor): 1d20 + 5 ⇒ (11) + 5 = 16
Constitution check: 1d20 + 1 ⇒ (14) + 1 = 15
Perception Roll: Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Daytime Action (Sneak-Middle Hold) Roll:
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
NIGHTTIME ACTIONS:
Rum Fortitude Save or Dump Stealth Check:
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11
Nighttime Action (Influence--Tilly)Roll:
Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12
After a long day spent making the rope locker ship-shape (with a few breaks to spy out the middle hold), Mateo decides to forgo his rum ration that evening, surreptitiously trying to pour it over the rail. He then makes small talk with Tilly before heading off to his hammock to rest.
Vex Silvertongue |
D2: 1d20 - 1 ⇒ (10) - 1 = 9
CS: 1d20 ⇒ 6
Clearly physical work was not in her forte, not only does she struggle to do what was asked of her, it drained her completely. The sun not helping either. She goes to bed early, trying to forget the day's work
D3 Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Now this, this was a bit more to her syle, minimal effort, only having to wait for the rats to forget she was there, then... POUNCE!
Feeling much more relaxed and pleased with herself, due to her success, she goes to the deck, trying to help the rest of the crew laugh with her stories
Perform Oratory: 1d20 + 8 ⇒ (8) + 8 = 16
Amara Mel |
Day 2
Amara sighs. Never quite did get around to learning fishing. Could always get men to do it for me. But she likes the cook, and she tries her best.
She asks for Besmara's guidance (+1) and works diligently.
Survival: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7
"Kroop, I'm sorry--I couldn't catch any fish. I tried, but they just weren't biting. Do you have any tips for me? I was just a little barmaid, and always got the men to do it for me." She touches him lightly on the arm.
Also with guidance, which she can apparently do at will (+1) and charming (+1).
Diplomacy: 1d20 + 11 + 1 + 1 ⇒ (17) + 11 + 1 + 1 = 30
I have to drink the rum again? I suspect something foul.
Amara glances at the cup and decides she doesn't want to drink it, but doesn't know a way to avoid it. If there's any room in the mug, she'll cast Create Water to try to dilute it a bit.
Fortitude: 1d20 ⇒ 9
Nighttime action: She looks for Rosie Cusswell, and attempts to strike up a conversation. "Hi, my name's Amara. I don't mean to be forward, and if you'd rather I leave you alone, I will, but I'd like to know who I'm sailing with. Makes for a better voyage, right?"
She smiles, mutters a pray to Besmara for guidance again (+1) and attempts to be friendly.
Diplomacy: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Daily perception check
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
I'll get day 3 up in a bit. Life is calling.
Amara Mel |
Day 3
Amara wakes up with a start, not used to the noise of the ship, and goes to the galley to do her daily work.
"Hey Kroop, how are you doing today? I hope we didn't do too badly with the fish stew yesterday."
Trying to get more on his good side. Guidance plus diplomacy plus charming:
Diplomacy: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24
Oh, more rum? damn.
Fortitude: 1d20 ⇒ 11
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
"Did I ever tell you about my child -- hic -- hood? I was a slave. A slave! Bastards would tell me -- hic -- what to do, and I had to do it."
"Pirates killed my master. Thanks be to Besmara!"
"Hey, you haven't seen a green parrot around? If you do, don't cook him!"
Nighttime rum:
Fortitude: 1d20 ⇒ 5
Prolly should just sleep. Where's my bunk?
The Changing Tide |
1 person marked this as a favorite. |
Cuff Day/Night 2-
You can't take 10 on Climb checks, due to RAW and taking 10 on Job checks is also impossible as you are being actively judged on whether you fail or not. But your rolls looked mostly good anyway.
Cuffs day passes pretty uneventfully as he works hard to get his task done. When he is returning the work gear to the locker, he spots something interesting in the bottom corner.
Cuff gains a +3 Alchemical bonus to CHA, is fatigued for 6 hours and takes a temporary -2 CON damage
Cuff Day/Night 3-
Cuffs third day goes just about the same. Finished replacing the topsail, he takes his rest in the crows nest for a moment and sits back, string out over the ship. As he is watching, he catches sight of a small halfling man, being bullied by the man, Maheem as he goes about his work. The Halfling is taking it in good sport, but Cuff notices his work is suffering because of it.
Cuff gains a +3 Alchemical bonus to CHA, is fatigued for 6 hours and takes a temporary -1 CON damage
Cadj Day/Night 2-
Cadj is delivering messages on the second day, making his way up from the Quartermasters Store, through the Middle hold, when he steps on a plank and hears a loud ominous creaking sound. Stopping and staring around, he realized he was alone, apart from a [url=http://pfseconddarkness.wdfiles.com/local--files/owlbear-hartshorn/Owlbear%20Hartshorn.png]large shaved man, who appears to have been tarred and feathered.[/ur] The man is sitting with his back to the bulkhead, playing with a crab and staring up the fore stairs, ignoring Cadj.
Bending down to inspect the loose floorboard under his feet, Cadj pries up a corner and stares inside.
Cadj Day/Night 3-
Cadj gains a +1 Alchemical bonus to CHA, is fatigued for 6 hours and takes a temporary -2 CON damage
Syl looks up at the Wizard and frowns, before smiling. "A charmer you are. That tongue has a devilish touch about it, aye?" She laughed at her own joke, before offering him a spot beside her. She takes out a small length of rope and begins to work it in her hands, showing Cadj a selection of knots that will helps him in his tasks.
Cadj will have a +2 on his next Profession Sailor check