| Galean "Rafter" Santiago |
Galean follows Yuki, swimming carefully towards the ship. Keeping in mind that this is the sea, he takes the occasional look in the waters below. He keeps an eye out for trouble, but otherwise enjoys the swin in the vast blue ocean.
| DM Davy Jones |
As you return to the ship and your crab pots are hoisted aboard, the crew welcomes the change of pace in the food brought by the fresh seafood while Scourge glowers at all of you.
Took your sweet time about it didn't you?!
He'll lash his whip impotently as Fishguts steams up all the crab meat you've brought back.
You can take nighttime actions.
| Yuki Okano |
Rum Ration
Placing her buckler back in her locker, Yuki casts Guidance on herself and tosses her Rum Ration overboard with no trouble at all.
Stealth+Guidance: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Night Action: Influence Tam “Narwhal” Tate
Yuki casts Guidance on herself yet again as she locates Narwhal and says to him, "Hey look, we should all be on the same crew here. Could you try to talk Scourge into being less harsh with us? As you can see by all the crabs we brought back, we aren't just landlubbers playing pirate."
Diplomacy: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Yeaaaah!
| Ayre |
1d20 + 2 ⇒ (14) + 2 = 16 rum
1d20 ⇒ 3 diplo to aid yuki
Yea, we seem to have gotten off on the wrong foot!
| Galean "Rafter" Santiago |
Galean goes on board, happy to have his cutlass back. He gives the bucket when he's told to, and goes off to have his rum ration.
Rum: 1d20 + 4 ⇒ (8) + 4 = 12
Cha: 1d4 ⇒ 4
Exhausted: 1d8 ⇒ 8
Chugging down the rum, Galean is hit by it as a truck. Glad to see they give me the normal one now.
Smiling and happy, and staggering a bit, he goes to Cogward, trying to tell him the darkest and most terrifying tale ever.
"Sho, we were swimming there, you know, and all of a shudden, these crab-eel things attack us. It was hory...hoer...scary as all hells. They were enomr...reaaly, really, big, and they were poisonous to boot, too! Look at these wounds!", he says, showing his injuries, and the strange colours around them. "We barely made it out alive, and with our shkins intact. Terrible things in these waters...", he says, sitting down and nodding at Cog.
Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
| Nymph |
Rum Ration: 1d20 + 9 ⇒ (10) + 9 = 19
Rum Goggles: 1d4 ⇒ 2
Intoxication: 1d8 ⇒ 4
Staggering back on board, even more after she's consumed her ration, Nymph makes her way to the ship's doctor to see if he can do anything about giant eel lobster poison.
| DM Davy Jones |
Well, that's long enough for mercy.
As you're climbing back into the boat, Carthus slips on a wet patch of deck and falls backwards into Wulf, knocking both of them back into the ocean. Before you can do anything, a giant shark emerges and eats both of them before sinking out of sight.
Curiously no one seems fazed by their fate.
If anyone is unhappy with their job, Cook's Mate is now open! If you don't want Cook's Mate I'm randomly reassigning a rigger. Ayre = 1, Galean = 2
-------
Narwhal doesn't look too happy to hear it, and you realize he's busy calculating whether it's a good idea to talk to you or just gut you right there.
Maybe we did get off on the wrong foot, but it's only because you people won't leave it well enough alone. I've known Scourge a good long time, and he's only as harsh as the sea requires!
He spits over the side of the ship.
You people just start towing the line and your life will be better.
Attitude: Unfriendly
After he moves off, you see Scourge talking to him in a circle of people - that includes Tilly.
Meanwhile Plugg comes up as the crab is being served and shouts over the din.
Enjoy your time tonight, because tomorrow it's boarding school!
You can see him motion at Krine, the ship's gunner. Her skin is burned a deep brown from long days at sea, she has a nose that looks like it's been broken at least three times and she has a peg leg.
She steps up and when she speaks you'd swear it was a demon talking.
Listen up you sniveling !&*^#, you're in my *)(^%!# world now and you'd better &$!&#( perform or I'll rip you a new &*^#$!) and %!^)#(_ pull it out your &$!^(!#
You hear Rosie whistle in admiration for the tirade.
We start at dawn. That's !#$^!() dawn, not ^%#$&!^) after your ^*#^!( breakfast you %&!)*(! #*&!$! So %&#*!) you if you're not &^$!#) ready.
------
Nymph arrives to talk to the ship's doctor who looks at her as she explains her malady.
Let me get this straight - you were attacked by a giant crab-eel and it poisoned you making you weak? And you expect me to buy that and give you some of my precious medicine? What did you bring back from the thing? Nothing? Oh, right, because you're looking to score a tonic you can use to slack off or sell in port for whores or booze. Get out!
Note, the poison will wear off after a good night's sleep.
------
As the next morning dawns the new sailors are assembled at the side of the ship.
2d4 ⇒ (1, 2) = 3
Ayre, Galean, Rosie and Cog are assembled and pushed into the jolly boat and rowed 40 feet out from the ship.
!#$&*) listen )*!#^( the &!#) up you !$#&$)_ worms. You need to board this vessel to get anywhere and you're not getting any ^#&!))(( help from #*!$^) anyone until you #!^)* well do.
She points at the ropes at your feet.
$!&_)*& take those ^$#!)& hooks and hook the rail! If your ^#)!*&)_! fail you'll get a $!*&) good bash I'll tell you that!
She turns to the other sailors still on the Wormwood, picking Narwhal, Tilly, Nymph and Yuki.
And you $&#()!& lot. You $!#) throw %&#!)%^ at them to $#&!)& stop them!
Boarding school rules! In the jolly boat, you have to make a ranged attack roll with a grappling hook (a thrown weapon with range increment of 10 feet) from 40 feet away at AC 5. You are at -6 on your attack rolls from the range penalty.
At this point you must make a series of Climb checks, DC 15, in order to make sure you reach the Wormwood. For those of you thinking of using a spell...well, the pirate gunner might not take too kindly to that, so your casting would have to be subtle.
For those selected to throw food, you've got a variety of rotting food, garbage, empty bottles and buckets of bilge water to attack your fellow pirates with. If you succeed in your attacks, your victims take no damage but they have to make a DC 10 Reflex save or fall in the water. You get three attempts to succeed on climbing the ropes! Once the first vict-er, pirates try, the roles are switched and you get an attempt to throw abuse back at them. Please post your AC sans armor for the convenience of your fellow PC's.
| Ayre |
AC 14
1d20 + 3 - 6 ⇒ (1) + 3 - 6 = -2 Ayre tosses his hook and promptly drops it in the water.
| DM Davy Jones |
That's a first. I didn't really think anyone would go negative. Keep throwing!
| Ayre |
1d20 + 3 - 6 ⇒ (20) + 3 - 6 = 17 Ayre grabs another hook and tosses
The throw is perfect it not only hooks, but somehow manages to wrap around the railing as well!
| Yuki Okano |
I thought we got Tilly above indifferent?
At the sudden demise of Carthus and Wulf, Yuki appears more shocked than despondent, although throughout the night and into the next day she's quieter and sadder than usual.
The next day at boarding school training, she does try to get into the spirit of things, however.
"Watch out, these fish are barbed!" She playfully warns the boarders as she lobs spoiled fish at each of their heads.
I'm going to assume the -4 penalty for improvised weapons, along with the -6 for range
Fish vs. Ayre: 1d20 + 3 - 10 ⇒ (18) + 3 - 10 = 11
Fish vs. Galean: 1d20 + 3 - 10 ⇒ (10) + 3 - 10 = 3
Fish vs. Rosie: 1d20 + 3 - 10 ⇒ (11) + 3 - 10 = 4
Fish vs. Cog: 1d20 + 3 - 10 ⇒ (13) + 3 - 10 = 6
Sorry Ayre!
| Ayre |
| DM Davy Jones |
Treat it as combat - you climb, they throw. Climbers first, then throwers. Also assume Cog and Rosie succeed in their climbing.
| Nymph |
Nymph waves goodbye to shark after the spectacle. "Seeya later Unca Guppy!"
Giving the doctor a look of something inbetween pity and annoyance for refusing to be, well, a doctor despite the obvious condition her body was in that would be obvious to anyone even without medical training Nymph just shakes her head before moving off to sleep.
The next day though she actually seems a bit giddy when told what they would be doing.
I'm going to assume the -4 penalty for improvised weapons, along with the -6 for range
Is this right GM?
Fish vs. Ayre: 1d20 + 2 + 2 - 10 ⇒ (5) + 2 + 2 - 10 = -1
Fish vs. Galean: 1d20 + 2 + 2 - 10 ⇒ (6) + 2 + 2 - 10 = 0
Fish vs. Rosie: 1d20 + 2 + 2 - 10 ⇒ (6) + 2 + 2 - 10 = 0
Fish vs. Cog: 1d20 + 2 + 2 - 10 ⇒ (18) + 2 + 2 - 10 = 12
| DM Davy Jones |
They are improvised weapons, but the junk doesn't have the same range penalty as the grappling hooks - treat them as range increment 20 ft. Yes, it is easier to get knocked off than it is to hook the rail. Not sure it makes a difference with those rolls though Nymph.
| Nymph |
Were you expecting good rolls from me?
| Nymph |
Or Unca Guppy.
| Nymph |
Om nom nom.
YAISE!
*hugs*
You're my favourite uncle.
| Galean "Rafter" Santiago |
No sharks for me, please. Also, sorry I'm late.
After seeing the event, Galean is shocked by it, and stays with an open mouth, until he hears Mr. Scourge says to the ship, "Well, laddies, I guess that no-good cook filled something's belly alright!" and he turns around with disgust.
As he hears about Ayre being promoted to cook, he concentrates on the long-term affects that could have on the average value of a Goodberry.
------------------------------------------------------------------
AC=11
Hooks: 1d20 - 9 ⇒ (3) - 9 = -6
Hooks: 1d20 - 9 ⇒ (10) - 9 = 1
Hooks: 1d20 - 9 ⇒ (3) - 9 = -6
Hooks: 1d20 - 9 ⇒ (9) - 9 = 0
Hooks: 1d20 - 9 ⇒ (6) - 9 = -3
Hooks: 1d20 - 9 ⇒ (15) - 9 = 6
After several attempts, he finally manages to hit once. His now berry red face rivals Crimson Cog's.
Climb: 1d20 + 2 ⇒ (6) + 2 = 8
Climb: 1d20 + 2 ⇒ (3) + 2 = 5
Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (15) + 2 = 17
After a couple of embarassing attempts and swimming down to the boat, Galean catches a better grasp, and starts climbing.
| DM Davy Jones |
You guys are just the best pirates ever. Ever.
As Galean and Ayre clammer on deck, after their many, many failures, they get yelled at repeatedly by Krine in a stream of profanity so foul, so vile, so utterly awful that not even the Paizo website could save your fragile souls from the utter filth that washes over you. You're also pretty sure she refers to you as petunias at one point.
As a result of your failure, after three attempts, to successfully board the ship you both get rope bashes. Galean is beat particularly severely for missing the rail five times in a row, in what Krine assures all assembled is a record.
Krine looks at Yuki and Nymph.
I $#!)&*^ hope that you're $#!&)^! better than !#$!(& these $#!^*(& here.
Along with Sandara and, for balance, Samms you get pushed into the jolly boat and told to board the ship.
| Nymph |
Uhh, dood, you pressganged us...
Hook: 1d20 + 3 - 6 ⇒ (1) + 3 - 6 = -2
Hook: 1d20 + 3 - 6 ⇒ (19) + 3 - 6 = 16
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
Um, how many Climb checks do you need?
AC is 12 btw.
| Ayre |
3 Nymph
1d20 + 3 - 6 ⇒ (3) + 3 - 6 = 0
1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
Ayre throws things as Nymph gets closer
Ayre manages to hit Nymph in the face with a rotten fish and an old cabbage
| Nymph |
Reflex: 1d20 + 4 ⇒ (9) + 4 = 13
Reflex: 1d20 + 4 ⇒ (5) + 4 = 9
"I saw that!"
| Ayre |
Nymph says as she falls into the water as the cabage gets her in the nose
| DM Davy Jones |
Time to try climbing again! It's climbing 40 feet, so however many checks you need to reach that amount.
| Nymph |
Climb: 1d20 + 2 ⇒ (5) + 2 = 7
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (9) + 2 = 11
Climb: 1d20 + 2 ⇒ (13) + 2 = 15
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Climb: 1d20 + 2 ⇒ (14) + 2 = 16
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
| Yuki Okano |
Leaving her buckler back on the ship, Yuki takes time to watch how Nymph performs before making an attempt.
Her face frozen in concentration, she tries to land the grappling hook.
Hook: 1d20 - 3 ⇒ (11) - 3 = 8
Getting that in her first attempt, she quickly tries to scale the ship.
Climb: 1d20 + 2 ⇒ (1) + 2 = 3
Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Climb: 1d20 + 2 ⇒ (20) + 2 = 22
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (16) + 2 = 18
Climb: 1d20 + 2 ⇒ (7) + 2 = 9
Climb: 1d20 + 2 ⇒ (8) + 2 = 10
After having some issues initially climbing up the rope, Yuki gets two-thirds the way up the rope before losing her grip on the slick rope and falling into the water.
Undaunted, she tries again. It takes her about 15 seconds to start the climb, but after a close call in the middle it looks like she's going to make it!
Climb: 1d20 + 2 ⇒ (3) + 2 = 5
Climb: 1d20 + 2 ⇒ (3) + 2 = 5
Climb: 1d20 + 2 ⇒ (12) + 2 = 14
Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
Climb: 1d20 + 2 ⇒ (20) + 2 = 22
Climb: 1d20 + 2 ⇒ (9) + 2 = 11
Climb: 1d20 + 2 ⇒ (15) + 2 = 17
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Climb: 1d20 + 2 ⇒ (13) + 2 = 15
That's enough to make it if you don't take into account the missed rolls at the beginning.
Reflex save, if necessary: 1d20 + 3 ⇒ (16) + 3 = 19
AC is 15 without buckler if it matters
| Galean "Rafter" Santiago |
Galean grunts, seeing everyone laugh at him, and tries to cast Monkey Fish.
Fish at Nymph: 1d20 + 1 - 4 - 4 ⇒ (20) + 1 - 4 - 4 = 13
Tomato at Yuki: 1d20 + 1 - 4 - 4 ⇒ (10) + 1 - 4 - 4 = 3
Bottle at Narhwal: 1d20 + 1 - 4 - 4 ⇒ (4) + 1 - 4 - 4 = -3
Bucket at Tilly: 1d20 + 1 - 4 - 4 ⇒ (8) + 1 - 4 - 4 = 1
After a magnificently thrown fish flies in the direction of Nymph, Galean gets excited again, and starts throwing things left and right, missing completely.
Dedicated-ish casters aren't the best at physical challenges. More in the news at 11.
| Nymph |
Reflex: 1d20 + 4 ⇒ (3) + 4 = 7
| DM Davy Jones |
Nymph gets hit - again - by flying debris from Galean and plunges back into the sea.
Of the four of you she's the only one to make it up the rope fairly easily - and the only one to escape Krine's wrath.
Nymph gets a couple of bashes as well for falling in the water, but after you're all put back on the ship, you're free to go about your business.
1d20 + 10 ⇒ (8) + 10 = 18
You do see Plugg talking to Narwhal, telling him something and gesturing back to the group of pirates you know hate you.
Narwhal gives you all a sullen glance and walks over to the group of Scourge and Plugg's flunkies.
Attitude: Hostile
Nighttime activities!
| Nymph |
| 1 person marked this as a favorite. |
Ish okay, sharkgirl at home in the water... sharkgirl also tell Unca Guppy about you.
| Galean "Rafter" Santiago |
Don't make me summon dolphins. You won't like me when I'm summoning dolphins.
Galean's back is sore, having the first beating since he was shanghaid. He broodily casts Goodberry: 2d4 ⇒ (3, 3) = 6 and sits down to the rest, rum ration in hand.
Fort: 1d20 + 4 ⇒ (16) + 4 = 20
Cha: 1d4 ⇒ 1
Exhaustion: 1d8 ⇒ 6
Chugging down the rum like a habit, Galean goes to Nymph, and says, "Sorry about that, I was aiming for Narwhal.", offering a berry.
"Well, I don't know about you, but it seems Narwhal wasn't convinced by Yuki. These guys don't really seem to like us, for some reason." Galean eats a berry, looks at Ayre with a smile, saying he's hoping he'd be better at cooking, and head to his hammock, leaving the other berries with Rocky.
| Nymph |
Probably cause it would break into an impromptu orgy.
Rum Ration: 1d20 + 9 ⇒ (4) + 9 = 13
Rum Goggles: 1d4 ⇒ 3
Intoxication: 1d8 ⇒ 6
"Don't worry about it, gave me an excuse to swim." she happily says before chomping on the berry. "Yeah, I don't know what's up with them, never met the f*%&ers before in my life so I don't know we're doing to piss them off."
Actually in a good mood despite the bashings Nymph heads off in search of Tilly.
| Yuki Okano |
I think one of your sentences was cut there, GM. Was Yuki the only one to escape Krine's wrath or was it Nymph?
Dumping Rum Ration+Guidance: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Yuki continues her teetotaling ways and dumps the rum into sea.
Crossing her arms and glaring at the Narwhal as he completely returns to Scourge's fold, Yuki tries to rethink her approach.
Would it be possible to talk to one of them alone without Scourge knowing it? What would I need to roll for that?
| Nymph |
You could help Nymph seduce Tilly?
| Yuki Okano |
Yeah, I guess, but Scourge already brought her back to his side after Yuki got her to friendly. It's getting a little frustrating.
| DM Davy Jones |
Hey, the website's back! And yes, Yuki doesn't get beaten.
Mea Culpa, I forgot to update the Campaign Info tab. But to address the frustration I'm going to give you all a peek behind the curtain.
The first part of this adventure (which as I've said I'm compressing to get to more adventure-some parts) can be very frustrating because it doesn't run like a normal 1st level adventure.
There are doors that aren't meant to be opened, enemies to be avoided instead of defeated, and friends you don't want to make - in some cases it would harm the narrative structure if you did make friends with them!
Narwhal, for example, has very little character description except that he's been Scourge's friend for years. Scourge is a bully, a coward and a sadist. Do you really want to be buddies with a friend of his?
How would you feel if you took a ship and were ransoming a captive back to his family only to find Narwhal having "fun" with them? Or decided the best way to make sure a merchant wasn't holding back some secret treasure was to torture him for information? I mean, on one side it's a game so who cares? But judging by their alignments most of your characters would care quite a bit.
As a further note, you're building and consolidating a power block in the crew - there's really no other way to see it. Scourge doesn't like you for a reason you haven't really figured out, but any pirate worth their salt can see a clique forming, and that's what you're doing - it's what the AP wants you to do for Heaven's sake! Why wouldn't they take steps to correct that?
And there is a certain point - which you've reached - where the AP as written downgrades anyone you haven't made friendly one attitude and you can't improve their opinion, so buckle up because the daily grind is going to be over soon.
So yes, it can be frustrating that you can't win the affection of all the NPC's, unlock all the chests and cast off the officers you don't like immediately; but the payoff, when it comes, will be worth it I hope for all of you.
| DM Davy Jones |
Tilly will punch Nymph in the shoulder lightly when she comes over.
What the Hells were your friends talking to Narwhal for? I've been on the ship with him for months and I try damn hard to avoid him.
| Nymph |
Nymph will give Tilly a light tap back. "Hells if I know, Yuki just has this happy idea of everyone getting along and being nice if she tries hard enough. Sweet girl but I worry about her like that."
| Galean "Rafter" Santiago |
Galean goes to bed, his back aching from the lashes, and he dreams of mighty storms, and him being at the helm of a beautiful ship, shaping the storm with his grasp. As he maneuvers through the storm, a massive maelstrom opens on starboard, and he's trying not to get caught in it. Just as he's made it, a piece of mast knocks him over the head and he wakes up, Jack Scrimshaw, stretching his hands while sleeping, punches him in the face.
Galean sighs and turns to the other side.