
Noro_Kasuri |

The sailor brushes Noro off without a second thought.
poor Noro and her influence rolls.
I'm a fighter not a lover, or talker

Reck'Avok |

Previous day's influence action, as stated earlier, was influencing someone. I'll pick one of the new sailors.
As one of the new Rahaoundi sailors passes by Reck's piles of splicing rope, the tattooed half-orc gets in his way and confronts him. "Killed a fair piece o' your buddies, I did," Reck comments. "Enjoyed it, too. Pity you 'ad t' call it quits afore I could stack more o' you on th' deck. Word o' advice, boy - stay out o' my sight and don't risk my ire!"
intimidate: 1d20 + 9 ⇒ (16) + 9 = 25
evening
As the crew shifts into the night schedule, Reck tries to identify a time where Plugg or Scourge could be found alone.
perception: 1d20 + 4 ⇒ (4) + 4 = 8
at night
craft: tattoo: 1d20 + 3 ⇒ (17) + 3 = 20
Reck's new ink is pretty well done for being a DIY job. It does lack the refinement and sharp edges that a professional would put on it. Noro could do better.
"Timing's got t' be right," Reck agrees. "When we strike, tis all or nothing. Won't be any going back."
Reck stretches out in his hammock and looks Noro up and down. "You 'aven't talked about doing tattoos afore. D'you bear marks yourself?"

Sarenth |

Sarenth hits the hay early after seeding his whispers among the group. The next day, he's up bright and early with the rest for another backbreaking day of deck swabbing. When he gets a chance, he'll duck out of the sun and try to learn more about their new ship.
Swab Decks Con: 1d20 + 1 ⇒ (13) + 1 = 14
Sneak Day Action (Perception): 1d20 + 4 ⇒ (8) + 4 = 12

GM Choon |

The next day is secretly abuzz with news among your allies. Scourge and Plugg have done a poor job hiding their plans to strike out alone, and everyone is thinking mutinous thoughts.
At assignment of roles, Plugg announces he is dissatisfied with the crew compliment in the rigging and orders Durvin up. He is replaced in the galley by a rotund Rahaoundi sailor.
He orders you to Rigging work. DC12 Str/Prof:sailor and con
Reck-the sailor you confront swollows hard and nods vigorously. He makes some weak excuse soon after and gets about as far away from you as possible.
The next morning dawn red and angry. Everyone is called to the rigging as the Man's Promise is lashed by a Storm at least as strong as the one that lashed the Wormwood. The rain falls in all directions, as if it has lost which way is supposed to be down and huge waves make footing on deck treacherous, not to mention the rigging.
Sarenth: 1d6 ⇒ 2= Line work
Reck: 1d6 ⇒ 2= Line work
Isabella: 1d6 ⇒ 3= Upper Rigging
Noro : 1d6 ⇒ 1= rigging repair
Durvin : 1d6 ⇒ 4= rope work
I'm short on time, so I can't spell the tasks out here, but they're in the campaign info. All DCs are 14. If your task doesn't have a con check, add a DC 10 check.

Sarenth |

Sarenth leaps to man the lines, and focuses most of his energy on staying ahead of the storm. As it comes available, however, he'll take the opportunity to tell all members of the party and all friendly NPCs.
"I'm sure you noticed the course change. It sounds like Scourge and Plugg are planning on going into things for themselves. We're heading to somewhere called Rickety Squibs to have the ship redone."
Prof(sailor): 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17 with work diligently.
Con: 1d20 + 1 ⇒ (16) + 1 = 17

Noro_Kasuri |

Her failure to impress the new sailors is only compounded now by the weather. Not quite ready to face the lash under these new rules Noro quickly takes to the rigging.
climb check 1 DC 14: 1d20 + 9 ⇒ (4) + 9 = 13
climb check 2 DC 14: 1d20 + 9 ⇒ (13) + 9 = 22
climb check 3 DC 14: 1d20 + 9 ⇒ (20) + 9 = 29
profession sailor DC 14: 1d20 + 10 ⇒ (8) + 10 = 18
con check DC 10: 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7 +4 for work diligently

Isabella Valencia |

Isabella cracks her knuckles as the storm assaults the ship and she makes her way up the rigging to once again dance with the uncooperative ropes.
work diligently: 1d20 + 6 ⇒ (16) + 6 = 22
con check: 1d20 ⇒ 7
Her thoughts buzz with considerations as she snatches free ropes, ties down loose ends, and adjusts sails to keep them from ripping in the wind.
so they're t'have the ship go incognito at some out of the way port and Harrigan be damned. Never been there. No idea where t'go from there, and not sure if I like the idea of being branded a mutineer on my second pirate voyage, much as I'd like to leave a few marks on that slime, Scourge. We could just jump ship and slink off in a longboat. Might even be lucky enough to find a new ship and crew t'sail with. tossup as to who likes that idea, though...
A fierce gust of wind carries a slap of fresh rain, snapping Isabella's focus back to her task. Her arms grow sluggish as she ties yet another knot and starts to move to her next goal.
first things first. No storm's taking this boat on my watch.

Durvin Tamish |

Under normal conditions, Durvin would be fairly decent at working the rope, but given the storm and his first day on the job he wants to make sure he gets it right. He focuses on ensuring he does all that he's supposed to to get the work done. Besides, weather like this is no place for trying to have friendly conversations. Giving so much of his attention to the new job, and having spent so many soft hours in the kitchen, he is once again too tired by the end of the day, and just wants to sleep it off.
Rope work, working diligently, 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Con check 1d20 + 1 ⇒ (4) + 1 = 5
Sorry, still having comp issues. I post most often from home or at work when no one is in the office, and right now my computer will turn on and let me look in folders, but that's about all.

Durvin Tamish |

Perception 1d20 + 6 ⇒ (14) + 6 = 20
After my shift or sometime during?
Know Nature or Local, to see if I recognize what type of creature it may be.
1d20 ⇒ 4 (+8 for Nature/+7 for Local). ugh, not likely.
As he looks to the railing, he thinks about what it might be, and decides it's better to say something and it be nothing than say nothing and it be something. He hollers out to whoever may be within earshot, "Looks like something is coming over the * side! We may have a boarder!"
* He says Port or Starboard as appropriate.

GM Choon |

Durvin's call signals the appearance of 6 beasts. They have a goblinoid body, but their lower half is a mass of writhing tentacles. Each carries a crude spear. The storm still lashes the ship, though it is in something of a lull at this time (meaning the rain is actually falling down for once and the ship's rocking isn't threatening to toss you overboard).
Know:arcana to identify.
Two appear at the foremast, two at the mizzenmast, and two appear near the aft stairs to the poop deck. There is one port and one starboard.
Plugg's voice cuts through the storm, Iron Maiden! Take your group! Clear the deck!
Init's and first actions, please.
Durvin is on deck by the mizzenmast. The rest of you are at your posts still. You can climb down normally, or cut a rope and slide down with a DC 15 acrobatics. Map to come this evening.

Durvin Tamish |

Initiative 1d20 + 3 ⇒ (20) + 3 = 23
Durvin's call raises the alarm just in time, as he now sees ugly creatures climbing over the rails en masse, and hopes his companions can get down to help him in time. He decides to do what he knows best, and provide something to bolster the spirits for a fight. He begins to sing. As he does so, he draws the new blade he was awarded by the captain, certain he was once again going to have draw blood.
"I was caught,
in the middle of a goblin-squid attack. Thunder!
I looked round,
and I knew there was no turning back. Thunder!
My mind raced
and I thought what could I do? Thunder!
And I knew
there was soon help, soon help from you. Thunder!"
Standard, Bard song, +1 atk/dmg and saves vs charm/fear for rounds 1-3.
Move, draw short sword.

Noro_Kasuri |

initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Best hope your not on the deck then Mr Plugg she mutters to herself from up in the rigging.
Noro grabs a rope to slide down to the Deck.
acrobatics DC15: 1d20 + 8 ⇒ (1) + 8 = 9
OK how now what? reflex save or just falling damage?

Noro_Kasuri |

reflex DC 15: 1d20 + 3 ⇒ (8) + 3 = 11
My luck just keeps getting better.
fall damage: 1d6 ⇒ 4
see, A swabbie not a rigger

Reck'Avok |

day's duties
Reck welcomes the storm as a blessed change of pace from splicing line together. "Blow, ye winds! Blow forever, for all I care!" He springs to with a will, relishing the burn in his muscles as he hauls and pulls for all he's worth.
Profession(sailor), working diligently: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
con check: 1d20 + 1 ⇒ (15) + 1 = 16
combat
initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Reck will charge the first enemy he sees, using his magic to bolster his right claw attack.
charging attack, inspired, arcane pool boosted: 1d20 + 5 + 1 + 1 + 2 ⇒ (9) + 5 + 1 + 1 + 2 = 18
damage: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

Isabella Valencia |

OMFG. DURVIN. YOU WIN ALL MY INTERNETS.
Durvin's clarion call provides welcome distraction from fighting the wind, and her eyes follow his direction to the inhuman monstrosities now boarding their ship.
"devil's own luck, what the bloody hell are those things?!"
initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Not wanting to miss out on the action, Isabella searches for a suitable line to ride down to the deck, but grimaces as she reaches for one; they're all the ones she spent so much work tying.
damn me and my work ethic!
She then begins the descent normally.

Sarenth |

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Line work would have me up in the rigging or on the deck?
If up in the rigging: Sarenth grabs the nearest rope and swings down to the deck, aiming to land near the bow. If he has an action left, cast summon swarm to land on the nearest pair.
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
If on the deck: Sarenth casts a spell to summon a swarm of rats to envelope the nearest goblin-squids.
Rat swarm, with Augment Summoning active. Lasts concentration + 3 rounds.

GM Choon |

12d20 ⇒ (11, 4, 4, 18, 5, 17, 16, 8, 12, 7, 14, 9) = 125
1d20 + 2 ⇒ (8) + 2 = 10
The little beasts descend upon you in a flurry of spear jabs and a mass of writhing, tripping tentacles. None of the spears manage to make meaningful contact, but both Reck and Noro get tripped up by the tentacles and end up on their backs.
Party up! And there will be a map before tomorrow. Cross my heart in a glass house on a Confusion tablet. (Biggest tablet ever)

GM Choon |

Noro_Kasuri |

Actually I think when Noro fell and took the damage she was already prone.
Noro landed with a thud on the deck she looks up at the whacked out octo-goblin. What the.... she makes a move to stand up. a quick flip from prone to her feet
creatures can get an attack on Noro for standing
in the course of her flip Noro comes down on the Octo-goblin with her fists.
attack on the pink one - I hate pink octo-goblins: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d3 + 4 ⇒ (3) + 4 = 7
sequence here despite the fluff description it is still move action to stand, draws an AoO, then she attacked - no rage yet
init: 1d20 + 2 ⇒ (8) + 2 = 10

GM Choon |

Pink pokes noro as she stands, but does lite more than scratch the larger barbarian. (Take 1 damage) An instant later, three of Pink's teeth fly from its mouth as Noro's single punch drives it to the deck.
I imagined Noro hitting the deck and straining her shins and lower leg bones, but remaining standing, but you're right that you were probably prone to start with. Oh well.

Sarenth |

Drawing his quarterstaff, Sarenth will focus on keeping the rats engaged with the enemy.
Rats go om nom nom
Swarm Damage vs. pink and blue: 1d6 ⇒ 4 plus Filth Fever. Onset 1d3 days, DC 14 Fort

Durvin Tamish |

Durvin stands his ground, and keeps the rhythm going, as he swings uncertainly at the creature nearest him. The feel of the new blade, even if magical is still unfamiliar to him.
Attack green with Short sword 1d20 + 5 ⇒ (2) + 5 = 7
Remember guys, when jumping or falling, Durvin has feather Fall just for the ability to get from the crow's nest safely. He would have used it on Noro if he saw her falling.

Reck'Avok |

finally got around to leveling Reck.
Reck grins as he smashes one of the weird goblin-squid things into the deck. That grin is wiped off his face as its friend snakes a tentacle around his ankle and pulls him off his feet.
"Close yer eyes, dog. It'll all be over soon!"
Using my new Slumber hex ability on it. It gets a DC 14 will save or is asleep for 3 rounds. Reck will then stand up, whether or not the goblin thing is awake to make an AoO.

Isabella Valencia |

attack, whip: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d3 + 4 ⇒ (2) + 4 = 6
attack, cutlass: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 2 ⇒ (3) + 2 = 5
gotta love that flank on pink.
Finally reaching a safe height, Isabella hops down off the ropes, drawing weapons as she goes. she lands behind the seaborne monsters and lays into the one between herself and Sarenth with both leather and steel.

GM Choon |

As more and more big humans pile onto the deck, the ugly aquatic goblins are quickly overwhelmed. Their tiny brain turns to survival and they flee back over the side of the ship, rats nipping at their tentacles the whole way.
Once the deck is quickly clear, ending the battle almost as suddenly as it began.
Ha! Cowards! Plug yells after them.
Just then there is a terrible crunch of splintering wood and the deck of the Mans Promise lurches aftward. The ship grinds against something unyielding for several seconds before settling. The storm has lost most of its fury from before, and the weaker winds and lower surf fail to budge her.
One of the Rahaoundi calls Plugg below decks and most of the crew follow like curious cars. Plugg either doesn't notice or doesn't care that they follow. A first.

Reck'Avok |

perception: 1d20 + 3 ⇒ (4) + 3 = 7
prof: sail: 1d20 + 7 ⇒ (12) + 7 = 19
"Looks like a 'appy couple o' days at th' capstan for me," sighs Reck, assessing the damage. Wishing he had gotten the chance to kill more of those goblin things, Reck strips off his shirt and sets his shoulder to the capstan of the bilge pump and starts working.

Sarenth |

Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Profession(sailor): 1d20 + 8 ⇒ (13) + 8 = 21
Sarenth follows the others belowdecks, but his attention is diverted from the damage by the sight of a holy symbol near a porthole. "They've taken Sandara! Kroop, too, by the looks of it. We have to go after them!"

Noro_Kasuri |

perception: 1d20 + 2 ⇒ (8) + 2 = 10
profession sailor: 1d20 + 10 ⇒ (9) + 10 = 19
Not noticing any indication that they were taken Noro simply takes Sarenth for his word.
whispering to Sarenth I agree, but what about Plugg? I expect we ain't got much time. he would shail off leaving ush shtranded here given the chance.

Isabella Valencia |

Isabella holds her footing as the ship slams into the new obstacle and watches for signs of further ambush, paying little heed to the crowd heading belowdeck as her mind races over the inhuman creatures she's just faced.
Bloody Besmara's bosom, what in the devil WERE those things? Where the hell is Plugg sailing this blasted ship? If he reckons he'll make seafood of us I'll carve my name in his back one lash at a time!
perception: 1d20 - 2 ⇒ (1) - 2 = -1
prof sailor: 1d20 + 4 ⇒ (3) + 4 = 7
wow. roller's in a mood today. glad that's over.

Sarenth |

"This ship is going nowhere, Noro. He'll need all hands just to keep it from sinking. We'll have to cannibalize parts of the ship just to patch the leak. That won't be done quickly, especially if they're going to keep the ship from sinking at the same time. And we've no water." Sarenth will begin doing what he can to help patch the hole in the ship.

Durvin Tamish |

Yay, got everything worked out with my computer (read: a new one). My profile is updated fully now.
Perception 1d20 + 8 ⇒ (19) + 8 = 27
Profession Sailor 1d20 + 4 ⇒ (14) + 4 = 18
Durvin looks around worried, coming to the same conclusion as Sarenth, "We are missing two crewmen, we need to find them. Not just that, they are friends, they may need our help." He looks at the damages, wondering if his magical mending could help, but he doesn't feel like it would do enough.

GM Choon |

It doesn't take long for Plugg to start giving orders. He sets a crew to scavenging the upper deck planking to repair the hull, then calls Noro over.
Alright, Iron Maiden, take your group and head out to that island about a mile distant. Take the Jolly and two 'o the barrels. Find fresh water and report back. Forget about the two missing. If they couldn't take care 'o themselves during a bit 'o weather then they aren't worth feeding. You have two days, then I'm leaving you sorry lot to rot.

Sarenth |

Sarenth will (perhaps foolishly) interject. "Sir, did you notice that we were attacked during the storm? Strange creatures, like goblins with tentacles in place of legs. They may come back and attack the ship again."

Noro_Kasuri |

Noro gathers what is needed for the search and rescue mission.
you know what they shay, thoshe that can fight, do, and thoshe that can't order thoshe that can. Or shomething like that. she shrugs and gets to work.

Durvin Tamish |

"Sir, I am reluctant to point out that we are already running on a skeleton crew. Every hand counts. We lose too many, and there won't be enough to even get the ship moving again. They may not be able to handle themselves in either a fight or storm, but without enough men, we won't be able to move at all. I'm certain you already knew that, as you are most skilled at leading this crew, but it doesn't hurt to make sure everyone knows how important it is we return with the missing crewmates."
Diplomacy 1d20 + 9 ⇒ (12) + 9 = 21

Durvin Tamish |

Durvin screws up his face at Reck's suggestion, "So, we strand ourselves, so they can die, and then the five of us, maybe seven if we can find the others, sail a ship that needs at least twice our number?" He shakes his head in disbelief, "I don't know if you are really thinking things through. Sadly, even if we rid ourselves of just Plugg and Scourge, we need EVERY single hand on deck we can possibly get."