GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]
Lehland O'Neld wrote:
"We still need to figure out what to do about Muffin. ...I think he should just keep hiding."

To Lehland: "Definitely keep hiding. The story could be that he snuck aboard during the visit to port. We should stage a rat chase in front of some other crew. First we ask a couple people, maybe even Grok herself, how many ratters they have on board. Hopefully they don't keep track and we'll get different answers."

"Thren getting rebuffed like that might be our signal to call it a night. That sound good?"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lehland doesn't need a long time to formulate a response.
"If you can drag Thren away from the drunken, rusty-nail arm wrestling I'd be willing to call it a night."
The Halfling stands and stretches.
"Hopefully our execution avoidance strategy will work as well tomorrow as it did today. Also, we should ask Cusswell where she got that fancy looking axe she carries. I'd feel more comfortable around this crew with 8 inches of fighting steel within easy reach, if you catch my drift..."


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Muffin:

As Lee heads off to bed, his thoughts turn toward Muffin and bedtime.
It's not the more familiar *comfortable sleeping spot and complete relaxation* emotion (which is definitely simplified in the feline world) but rather the also simplified *catching a few winks in a dangerous place surrounded by enemies* feeling.
It's followed up with *stay hidden* & *stay safe*.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

As they prep to leave, Lehland turns to Lark.
"I was just thinking about having one of us stay up to watch over the other two. You know, setting a watch. Then I realized that everyone in the crew was dosed with rum and everything we have's been stolen already. In that light setting a watch seems less important than a good night's sleep."

As he says that, Lee thinks back. Did he see officers drinking rum? Or were they drinking something else? And what about the crew on the night watch? Were they on the rum as well? Or will they get their ration as they come off watch in the morning? So many questions...
Perception for Rum Allocation Practices: 1d20 + 5 ⇒ (13) + 5 = 18
...and maybe just enough mental capacity to sort some of them out. Nothing will come of it now, anyway, so Lee decides to discuss with his friends in the morning.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

For her own part, after causing that outburst, Thren's lost her mood to sing. "I'm done for the night, I think. Maybe getting some rest is the right idea after all, guys."


Forces of Nature Battlemap

You didn't see any of the officers at rum handout save Grok, Fishguts, and Scourge. Grok and Fishguts themselves drank a bit, talked and laughed, and likely went to bed. Scourge left once he was sure everyone took their ration. The officers present are the ship's carpenter and the Gunner's mate. There are two more low ranking officer berths here in the lower deck, and you surmise they must be on night watch.

The bulk of the crew is here and getting ready to go to bed after their fun. The few who aren't here you surmise must be night shift, and that night shift is very small.

Will move us on later.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Setting a watch might be a good idea later, but you're right, better if we get our strength back for now."

"G'night, y'all. Sleep hard."


Forces of Nature Battlemap

All too soon, as the sun begins to rise, one of the officers shouts for crew to wake and get their sorry arses to the main deck for the day's assignments.

Between her difficult work the day before and the effects of the rum, Threnody's head still throbs and she feels slow to move. Since you were fatigued, and then the rum turned your fatigued condition to exhausted, you are now only back to fatigued. Lee and Lark feel as best as they could under the circumstances, having gotten enough to sleep off the rum. Fatigued conditions and Con loss are cured.

Sandara Quinn greets you in the morning and points to the walls, where a number of crew lockers are built. Many are empty--there are enough lockers for about 40 crew, but again, there's only about half that amount of crew currently. "I doubt you have much duffle to speak of, but should you have any kit to stow, you might want to buy or beg a lock from Cut-Throat and pick a locker."

Ship's biscuit and cold, weak tea are the order of breakfast, to be grabbed as you go topside.

As you get ready to climb the stairs to the mid-deck/cargo hold, you hear a familiar whip crack and the "MREEEEOOOAAAAAAW!" of a startled and angry cat.

Lee:
*ow, pain angry pain pain fear pain fear pain pain fear angry*

Coming into the cargo hold, you see by the supply crates, Scourge has caught Muffin by the leg with his whip, while facing off Fishguts the cook. "We don't need no stowaways, furry or otherwise," Scourge snarls, getting ready to drag the cat toward him with his whip.

Fishguts, bleary-eyed and still likely drunk, still somehow moves with remarkable alacrity, scooping up the cat and freeing him from the whip's entanglement.

"We need a good ratter," Fishguts pleas. "All we've got is Rattline and he's only got six fingers between both hands."

Scourge snarls and seems ready to whip both Fishguts and the cat when Plugg comes charging down the ladder to the main deck. "What in the hells is going on?"

Some pirates stand and watch while others ignore the proceedings and go topside. Owlbear, there to do his day's watchstanding, watches the exchange between the two with a clear look of bewilderment and fear.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark glances at his friends. Better if one of the other crew speaks first in defense of cats, but he won't wait long before trying to put a positive spin on Muffin's presence.

Lark will look at Lehland as he starts to speak. If he sees any kind of negative sign he'll turn the first word into a cough.

If Lark butts in:

”Cat’s was always lucky on my last cruise. Anytime we got a new cat our next haul was extra rich. Our last one got killed by accident and that was right before the ship was sunk in a battle.”

Lark will address this to the other crew and avoid looking directly at Scourge while he speaks. He’s aiming for a casual tone to avoid anything that might seem like a challenge to Scourge.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lehland gives Lark the 'get in there' look.
He throws a similar, significant, 'do something' look at Thren.

Muffin:
*Take it easy. Be calm. Everything will be fine. Help is here.*

Lehland pauses to time his interjection. If Lark or Thren have convincing arguments he'll back them up with this.:
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
"Hey, Fishguts. Are you holding the only person who got on this boat voluntarily? And he works for free?"


Forces of Nature Battlemap

As the mariners hesitate as to who will speak first, Scourge replies, "This bag of fleas was in the hold, Mr. Plugg, no doubt gettin' into our food. Owlbear flushed him out."

Owlbear interjects. "I wanted to pet him."

"I was about to tie a chain to the thing to throw it overboard, when Fishguts disobeyed me, and said he wanted to keep it." The gold-toothed pirate glares at the cook.

Fishguts steps forward, Muffin wriggling in his arms. "Mr. Plugg, we need a good ratter! Ain't no reason to kill a cat, 'tis bad luck!"

Lark then adds his interjection, adding to the luckyness of cats. Scourge is about to reply, but then hesitates, apparently concerned for his luck.

Then Lee is able to get in his remark about the cat working for free.

Hearing Lee talk, Owlbear looks over to him and smiles. "Chicken man!" Plugg snaps a look at him and Owlbear explains, "The halfling fed the chickens."

"Get to your station, Owlbear, and stay out of this!" Plugg chides. Owlbear walks despondently over to his position by the stairs to the officers' quarters. But then Plugg's eyes light with an idea.

"You want to keep the cat, Fishguts? Fine. Keep it fed with chum; it's no loss to our rations." He says this like it is his idea, and not Lee's suggestion. When Scourge begins to protest, Plugg adds, "But you'll take six lashes for impertinence tonight, Fishguts."

Scourge grins in acceptance at this compromise, and strokes his whip's handle in anticipation of being able to carry out the punishment.

Plugg continues, "And I'm tempted to give you six more for the feathers that appeared on the Captain's turbot last night. But we need a better solution to your performance..."

He turns to Lee. "You like to spend time with the chickens? Fine. You're the new cook's mate, starting immediately. You catch the fish, slaughter the chickens, and clean up that rat's nest we call the galley--and if Fishguts is too drunk to cook, you'll be responsible for cooking in his stead. I hear slips are good cooks, so I expect not to be disappointed. If I am, and more to the point, if the Captain is, you can take turns in the sweatbox."

"Slip" is a nasty derogatory term for halfling.

He pauses and adds, "And if no rats get caught, or the cat gets into our stores, you," he points at Lee, "Will be responsible for butchering and dressing it for the night's stew!"

"You stay here and get started with Fishguts." He looks around at all the crew gawking. "The rest of you, GET TOPSIDE, swabs, or it's the lash for all of you!"

The crew dashes to get to the deck. Once Scourge leaves, Fishguts holds up Muffin to look at him. "I know a good ratter when I sees one. What'll we call ye? Kraken? Pancakes? Fluffy?"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee walks over to pat Muffin and introduce himself to Fishguts.

While patting Muffin, he says to Fishguts, "He looks smart as a whip, but how do you know he'll be a good ratter? I barely know which end is which on a cat."

Muffin:
*Who is a clever lad? You are.* (The question is a very simple and common 'cat' sentiment that is generally answered with *I am* but given Muffin's time with Lee, *You are* is well understood.)
*We're fairly safe now.*
*We owe someone some pain, now (recalling Mr Scourge's rough treatment of Muffin)*

Lee continues to pat and stroke Muffin and says, "I like the name 'Pancakes'. Somehow he looks like a name that has to do with shortbread would fit."

Lee steps back and bows, "It seems that I'm to be your new cook's mate. My name is Lee. I was the quartermaster's mate on my last ship and was responsible for keeping inventory, making sure the larder was sufficiently and correctly maintained and I am an excellent scrounger when in port. Everything I know about cooking I've learned from you and I'm eager to get started with my scut work."


Forces of Nature Battlemap

As the party splits up, I'm putting posts for different players in spoilers but, as I trust you not to metagame, you can of course read the other passages if you want.

Lee:
Recognizing the danger is over, Muffin begins to purr, first to reassure himself and then more happily as Lee pets him and reassures him empathically (and of COURSE he planned this all along, OBVIOUSLY). You can see the whip rubbed off a stripe of fur on one of his forelegs, but he has not sustained notable damage.

Answering Lee's first question, Fishguts replies, "Good strong forelegs and wiry haunches, see? They can run'em down and pin the buggers. Rat're stronger bastards than you know, but this one can wrestle'em good, I bet." He puts the cat down. "Off ya go, Pancakes, and we'll get ya some fish for dinner."

Fishguts leans back and listens to Lee's introduction. He is a squat man, only two feet taller than Lee, and heavyset. His apron is covered in years worth of stains, half of them at least rum, but the knife tucked in his apronbelt is clean.

"Ain't you a dandy-speakin' sort, Lee? I'm Ambrose Kroop, and the crew calls me Fishguts as ya know. Well, I think we'll get on fine. And if you want ta talk about quartermasterin', ya can have a drink with me and Grok once the stew gets to simmerin'. Come now, and I'll show ya around."

Fishguts waddles into the galley. You enter an open room where the main kitchen is to the starboard side; portside and aft there is a heavily reinforced door that leads to the stuff the quartermaster keeps lock and key.

The galley and surrounding area are a crazy, crazy mess of cooking supplies, knives, bits of paper, scraps, and gods-know-what. Cured meat hangs from hooks, fish lie in barrels, wheels of cheese are stacked like tires on the floor. Crates full of dried fruits and vegetables sit under a smaller selection of fresh produce acquired in Port Peril for more immediate use. Crates of ship's biscuit and barrels of sauerkraut are ready to be accessed in leaner times. There are several barrels of fresh water here (and in the main hold area). You can also see the tuns holding the rum for the crew, which are sufficiently large enough you can tell why Harrigan is not stingy with the ration... and why Fishguts seems to be permanently soused.

Every flat surface appears to have been used as a cutting or preparation surface at some point, and he seems to have used all kinds of knives and other bladed items for chopping, including weapons-grade knives. Likewise a number of his cooking implements seem to be improvised from other items. Against the wall near the door there lie spears and harpoons for fishing, and hanging above them is a grappling hook on a rope that stands out precisely because it is the ONLY thing in the room that is clean and sparkles with a silvery sheen.

Fishguts seems to point out parts of the kitchen that you cannot discern from one pile of stuff to another. He asks you to clean dishes, which is the 21 stew bowls from the crew, as well as a heap of dishes from the captain's table last night. Once you're done, you're asked to find a serviceable knife and chop vegetables.

Fishguts begins preparing a fresh bit of pork. He babbles, sometimes to you and sometimes to himself. As he works, a black-feathered chicken wanders in, which he picks up and puts on his shoulder. It watches as he works. The black feathers of the chicken match the occasional feather that showed up in your stew last night. "Say hello to Lee, Bezebel," he says to the chicken, but the chicken, sadly, does not speak.

Finding ANYTHING in the galley requires a DC 10 Perception check. You can describe something you're looking for or describe an area to see what you can find there. You can make 2 such checks without it distracting from your work. Better successes may also reveal more information.


Forces of Nature Battlemap

GM:

1d20 + 0 ⇒ (1) + 0 = 1
1d20 + 1 ⇒ (9) + 1 = 10

Lark and Threnody:

You may still respond to the cat incident, of course, I expect to be a bit busy tomorrow so I'm putting this up now.

Once the issue with Muffin is resolved, Lark and Thren leave Lee to his new position and report for duty on the main deck.

Today, Mr. Plugg points at the reedy looking older man who is the ship's doctor/carpenter and says, "That's the Stitchman, you'll be working with him today, finishing fixing up any scars left on the Wormwood by the Chelish navy."

The "Stitchman" introduces himself further as Quarne, and literally shows you the ropes, as in fixing up some rope and sail. He is brusque and to the point, and talks about little other than the work that has to be done. He seems to enjoy getting lost in his work, and does it quite well.

This needs a DC 10 Profession Sailor or Intelligence or Craft Ropemaking or Sailmaking -- but wait till you read the section on ship's actions.

As they get to work, Rosie Cusswell quietly slides close to Threnody (halflings are good at that quietly appearing thing). "I owe you an apology. 'S'my mouth that got me in trouble with Grok too. She won't give me my fiddle back, but if the likes of Fipps or Jaundiced Jape hear I want it, they'll find a way to get it first and smash it."

Scourge, doing his rounds on the deck, notices Cusswell talking and starts to approach.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren is definitely not at her best. Since Scourge is already in the mood to break out his whip, the tiefling decides it's a good day to just keep her head down.

Thren's taking the 'work diligently' option for the day.

Profession (sailor): 1d20 + 8 ⇒ (19) + 8 = 27

To Rosie: "Not a problem. I didn't mean to pry. Just seems a shame for anyone to be unable to enjoy the music in their soul." Seeing Scourge coming, Thren tries to make eye contact and get Cusswell to realize our rather mean boss is coming.

Bluff: 1d20 + 3 ⇒ (12) + 3 = 15


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

As Scourge approaches Lark kneels down over his work and palms a gold piece from his shoe.

Palm gp SoH: 1d20 + 7 ⇒ (12) + 7 = 19

Questions!:

Please see my post in the discussion thread for some questions I have about how far to take narrative actions like this.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

This all assumes that there are enough hours in the day to do all this. If not it will be an ongoing project.

Lee's Day:

Lee immediately dives into the work. He'll have Muffin around him (which is comforting for them both) but not spend a lot of time paying attention to the cat physically. Empathically he will keep up their usual rapport.

Doing the dishes goes fast. In preparation for chopping, Lee looks for two knives. One should be a chefs-type knife. The other one should be a weapon (like, an unashamedly weapony dagger), hopefully with a sheath to carry it in. The ultimate luxury would involve finding blades that Halfling sized. (I'm assuming that finding a chef's knife would be part of Lee's usual duties. Hunting for a weapon would be extracurricular.).
Perception(Weapon Hunting): 1d20 + 5 ⇒ (20) + 5 = 25
Once the tools are secured, Lee will get on with the chopping, placing emphasis on getting it done rather than making it pretty. As he works, he'll clean. Like in order to chop, he'll clean the area he's going to use as a chopping block then chop then clean before moving on.

After a few hours, Lee sends to Muffin: *Who wants to go kill a rat?*

When Mr Kroop (since Fishguts is Lee's boss, he'll refer to him as Mr Kroop, especially in his domain (the galley)) introduces Bezebel, Lee will stop what he's doing and go observe the chicken.
"Hello, Bezebel." Then to Mr Kroop, "I've never seen a black chicken. Saying that, though, I have to say that I know less about chickens than I do cats. Where did you get her? She seems, I don't know, calmer than the other chickens..." Lee trails off, giving Kroop a chance to respond.

As they chat, Lee will find tasks for himself. He'll organize the cheese wheels by which is likeliest to go bad first (he'll ask Kroop abou this) and put them into a place where they won't get kicked. The open barrels of fish will get married together based on culinary usage (again, Kroop will be asked about this) and dispose of the now empty barrels (either leave them intact but outside the galley, knock them down to be reassembled by a cooper later, recycle them into fishy smelling wood for the ship, burnt as fishy semlling fuel, thrown overboard, whatever). The fresh produce will get inventoried and dishs planned based on what is at hand. The dried produce will be inventoried and set up out of harm's reach. The biscuits will be checked for any broken seals on the container and will be inspected and resealed as needed. The sauerkraut can take care of itself. Knives are cleaned and arranged (though Lee will hang onto any cutlery that he has found/used thus far). Papers are scrutinized and dealt with ("Keep or throw out?" is Lee's mantra.) but Lee will try to read any of the papers he runs across in an effort to get useful info.
Perception(The Written Word): 1d20 + 5 ⇒ (8) + 5 = 13

Food scraps are either disposed of or stored outside the galley and kept for bait (No rotting food near good food). The cooking supplies are roughly arranged. Things are cleaned, starting from on high and moving down to finally sweeping and mopping the floor. One thing that Lee will take special care with is tracking and eliminating is loose, black feathers. If Kroop asks, Lee will tell him that he wants to keep Bezebel off of Mr Scourge's mind.

Basically, the orders of the day are two goals:
1. Organize and re-arrange just enough to be the only person on the ship who knows what is where. Lee will never hide things from Kroop and if Kroop observes he'll know exactly where everything is.
2. Make it possible for Kroop to turn out better, healthier food in less time with less effort. If Kroop's not going to get onboard with keeping things in the galley nicer, Lee will just follow him around cleaning and handing him things he can't find anymore.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]


Sorry for the typos and grammar issues above.
I'm writing during short breaks at work and it's hard to keep my train-of-thought on the tracks...


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Continuing from Lark's previous post...

Pointing at Scourge’s feet, Lark exclaims, ”Master Scourge! Master Scourge! Look at that!” Passing his apparently empty hand over the tongue of Scourge’s shoe he produces the gold piece and thrusts it at Scourge. "It’s the cat’s luck, just like you said. This must be your reward for sparing its life.”

Out of thin air SoH: 1d20 + 7 ⇒ (18) + 7 = 25


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Still holding out the coin Lark gently shifts himself to break the line of sight between Scourge and Cusswell.


Forces of Nature Battlemap

GM:

Scourge: 1d20 + 1 ⇒ (14) + 1 = 15

Lark, be sure you also make your profession Sailor check for repairs.

Lark and Thren:

Scourge, set on marching toward Thren and Cusswell, is oblivious to Lark's legerdemain. As his eyes flash down toward Lark, his ever-present sneer turns to surprise and then about as close to delight as he can express, seeing the gold appear on his shoe. He snaps up the coin with lightning speed, glancing at it to be sure it was real.

"I probably dropped it," he snarls to Lark, but he seems pleased nonetheless with the magically appearing coin, and he pockets it and begins to walk away, entirely having forgotten whatever it was he was going to say to Rosie and Thren.

Looking over his shoulder. "Fishguts still gets his lashing though," he reminds them, and chuckles as he continues his rounds elsewhere.

From the poop deck, Plugg seems to have been watching the exchange, but says nothing. He is too far away to have noticed the details of Lark's trick, at least.

Rosie Cusswell in the meantime did catch Thren's meaningful glance and immediately sets to focusing on patching a bit of sailcloth. When Scourge passes, she gives both Thren and Lark a grateful look, and she seems more relaxed in interacting with both of you for the rest of the day.

Quarne "the Stitchman" compliments Threnody on her incredible work patching the sails---one of the few words he has spoken most of the day.

Lee:

Great description!

"Ah, yes, you've got a good eye even if ye don't know it yet, Lee. Bezebel's an Ashfell Black. Good birds: not THE sweetest meat or largest eggs, but still suitable for both eating and laying, and both in one is a useful thing aboard a ship, aye? Moreover, as you note, quite calm-hearted. Can't take a chicken that gets seasick, can you?" He strokes the chicken fondly, and she clucks softly.

The task of fully cleaning and organizing the galley will take days, but Lee takes a dedicated crack at starting the task. While Kroop occasionally intervenes to indicate he wants something to stay put, he seems to have no problem with you consolidating or organizing much of the supplies--unsurprisingly, he is laid back about most things.

Muffin acknowledges the encouragement to find rats, and you can hear some scuffling and squeaks that indicate he is doing his job.

When dealing with barrels, you're asked to clean them out, using soap with extra lye. Half are to be dried out and turned into wood for the cookfire (which also makes more lye) and the other half to be sealed with wax and stored as a rain barrel. Practical, although leaves your hands sore.

In addition to a number of cooking knives of various sizes (nearly a dozen) which Lee arranges in a knife rack and chooses one for himself, he also places his hand upon a hilt well-sized for a person his size. "Oh, that's where that paring knife went..." Kroop mutters, but as Lee yanks it out of the cheese wheel it was stuck in, he finds the "paring knife" is a very well made, perfectly balanced dagger.

Small sized masterwork dagger.

Most of the papers are recipes or bits of ledger (though where the ledger book is they were torn out of is a question perhaps that will never be answered), detailing galley inventory at different times. You can discern from the dates that Kroop has served aboard the ship for about three years. His handwriting from the earlier years is considerably neater and even indicative of a fair education, at least when it comes to food items. Recent papers show a clear shake to his hand, although this does not seem to affect his knife skills, thankfully. The recipes range from standard stew recipes to rather fancy dishes like Lobster Thermidore. In some cases, the recipes are written on the back of the ledger sheet.

Later in the afternoon, as Kroop has the crew's stew simmering and much of the officers' meal in order, Grok pokes her head around the corner. "Up for a sip?" She asks Kroop.

"Always, Grok, always," He says, wiping his hands on his much beleaguered apron. "Oh, and uh--behind the cheese wheels there, that's Lee. He's my new mate."

Grok gives Lee a good look and nods. While big like many half-orcs, her build is the orcish equivalent of "willowy." This of course does not mean she is not strong, as it is fair to assume she is. Her throat has a huge, old scar across it.

"Hullo, Lee. You take care of Fishguts, okay?" She grins and winks. "And we'll hope you don't disappear like the last cook's mate, okay?" She laughs, and saunters over to Kroop, holding out a bottle of rum. They sit down against the wall, clearly ready to start drinking in earnest.

"Come have a drink with us, Lee," Kroop says. "If you've finished with the scullery."

Your choice of what you do here: gab with Kroop and Grok, keep cleaning, or... something else (such as brief exploration). Gabbing with Kroop and Grok may net info or even influence, but it means you will have to down at least 1 serving of rum, and you know you will be expected to drink another tonight. They will not be offended if you refuse. Continuing to clean means you will be finished with that process after 3 more days of work; not continuing to clean means 4-5 more days of work (which may not be consecutive).


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

As Scourge departs without the chance to use his beloved whip, Lark turns to his work with Stitchman. He assisted the carpenter on the Aurora's Kiss and Lark wants to prove his skill to this quiet man. He can't resist, however, the chance to examine the Wormwood's upper deck. Lark particularly wants a look at the locks on the officer's quarters and the captain's door. What's the quality of those locks? How long would they take to pick? Does the sweatbox have a lock or just latch shut?

Daily task - ropes and sails with Stitchman
Prof Sailor: 1d20 + 5 ⇒ (1) + 5 = 6

Day Action - Sneak - explore upper deck
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Is this what I get for posting dice rolls while I'm tired? ;)


Forces of Nature Battlemap

Lark seems to have distracted himself as much as he did Scourge, and manages to stab himself with the needle for stitching the sailcloth. 1 nonlethal damage. The pain in turn results in shoddy stitching, and the Stitchman makes him pull them out and start all over. This gives him less time to look around the main or foredeck as he'd like. All he manages to notice is that the sweatbox is closed with a heavy bar but not a lock, and that the crow's cage has been emptied. The parrot that had been perched on it yesterday sits inside despondently, nibbling on some ship's biscuit given it by Quinn.


Forces of Nature Battlemap

OOPS. I messed up. The sweatbox has a good quality lock on it.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren does thank the Stitchman for his compliment, but as tired as she is after a day's work and whatnot, doesn't talk much either. But the bard does hum a tune or two as she works, whatever comes to mind, to help the time pass.

What tools are we using as we work?


Forces of Nature Battlemap

Thren: You have at your disposal and in easy reach large needles, thick thread, small knives, scissors, canvas, and sailcloth (basically, waterproofed canvas) as well as rope and hemp strands.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee's first day as Cook's Mate:

Lee will take the dagger he found and tuck it into his belt. He'll put it in the back and drape his clothes around and wear it casually, is if ordered to by Mr. Kroop.

Lee stops what he's doing to greet Grok.

"Hello, ma'am. Understood. Take care of Mr Kroop. No disappearing." Despite the seriousness of his answer, Lee smiles broadly while delivering his response.

In response to the invitation to have a drink, Lee responds, "I would appreciate a cup. You two feel free to start without me and I'll join you when I hit a good stopping point." He busies himself with some food prep, making a medium sized meat and cheese sandwich (crust cut off, diagonal cut, wrapped in paper(like a kid would enjoy)) and a plate with sliced meats, cheeses and breads (nothing that would be called a 'meal'. Hardly a snack, really.). Lee carries both over to where Mr Kroop and Grok have started drinking and leaves the plate, saying, "Here. There's no need to drink on an empty stomach. I'll be back in a sec to join you." And without waiting for thanks (or reprimand), Lee heads out.

He quickly makes his way to Owlbear's post. Finding the big man, Lee hands him the wrapped sandwich and says, "This is for being kind to animals. Chickens and cats. Enjoy it." Lee again leaves without waiting around for thanks.

Making his way back to the galley, Lehland reaches out to Muffin:
*Any luck with the hunting?*
*Show everyone your prey.*

Arriving at the galley, Lee joins Kroop and Grok. Does it look like they've eaten any or just drank? (Was this a good idea?)

He'll accept a cup of rum (if offered) and taste...
Fort vs Addiction: 1d20 + 2 ⇒ (8) + 2 = 10
Fort vs Con Damage: 1d20 + 2 ⇒ (1) + 2 = 3
..."GHAAAKKK!!!" Which he follows up with a hoarsely whispered, "that's smoove..."

Lee will try tp pull his act together before continuing.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Probably should have done this above
Sense Motive - Owlbear's Sandwich: 1d20 + 3 ⇒ (16) + 3 = 19


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

And this. Stupid work.
Sense Motive - Apps in the Galley: 1d20 + 3 ⇒ (17) + 3 = 20


Forces of Nature Battlemap

Lee's Rest of the Afternoon:

Owlbear's face lights up at the food, and he devours it nearly whole. "Thank you," he says, but adds with a firmness. "But you still can't go up."

His training is clearly deeply embedded in him, and he guards the stairs ever vigilantly as well as the rest of the room. Still, it takes no cold reading expert to see how pleased he is both at the gift and the general act of kindness, and you can make a fair guess both are extremely rare occurrences in his world.

As you return, Grok laughs and claps you a little too hard as you cough on your rum. "That's a good lad, it goes down easier as the days go on." She tilts her head toward the snack, which she has at least partaken of if not Kroop (more because he's focused on the rum). "Be careful with the gifts, though. All of this technically belongs to the Cap'n, and I've got to check it every day. If something goes amiss in the accounting we can all get the lash for it. I don't expect the books will account for the loss of a few slices of cheese though. Just don't make a habit of it." She smiles.

Grok is pretty crystal clear--she doesn't want you to do that again (at least in a way that will force her to either note the loss or cook the books), but at the same time she recognizes the eagerness to please and has little truck with that. Her concern about the lash is not fearful--unlike many aboard the ship--but simply technical and part of the working environment.

Grok and Kroop get to chatting, as your head goes a bit woozy from the drink, you don't pick up much save they both talk about being from Port Peril (they did not know each other, however).

Kroop himself gets nearly insensate, and perhaps for good reason, as Owlbear appears in the door at around 5:30. "Mr. Plugg says it's time to come up, Fishguts," he says. You can hear Scourge's heavy-booted steps not from far off.

Grok helps Fishguts to his feet, face hardening.

"Don't worry about me," he slurs. "I've been kissed by the lash so often I don't even feel it anymore."

Owlbear escorts Fishguts toward the main deck. Scourge smiles as he shouts, "All hands on deck!"

At that moment, Muffin appears in view, deposits a dead rat at Scourge's feet, and dashes off.

*I am a clever boy.*

Scourge curses and kicks the rat away, and all the crew assemble on the deck for punishment time.

EVERYONE:

You may post interjections to this, but it's easier to get the description out and then retcon if needed.

As the day of work comes to an end, Scourge calls all hands to the main deck again for the Bloody Hour. This one is less tense than yesterday, as no one is to be keelhauled.

But you know who is being punished: Fishguts, for being defiant to Scourge regarding the cat. Plugg announces as much to the crew as they prep Fishguts for the six lashes.

Some crew murmur, some with sympathy for the cook, others taking bets as to at which count the lash will make him pass out. Whether in disgust, indifference, or enjoyment, all eyes are on the mainmast.

The cook is obviously inebriated, even moreso than usual, and Owlbear and another mate have to a struggle a bit to help him get his shirt off (not a pleasant view, but you can see indeed his back is leathery with thick scars). Owlbear leads him to the mainmast and ties him to it without any struggle.

Fishguts turns his head, blearily looking toward where he thinks Lee might be (although he might be looking at any of the gnomes or halflings aboard the ship at the moment) and says, "Be sure the cabin girl gets the Cap'n's dinner."

"Quiet!" shouts Plugg. Scourge takes position by the mainmast and as Plugg counts, eyes lit in joy each time Fishguts flinches, Scourge administers the six lashes, laughing with glee as he does so.

Whip damage: 6d3 + 12 ⇒ (2, 2, 3, 1, 1, 1) + 12 = 22

At first, Fishguts barely seems to feel it, between his thick skin and a likely high dose of "anasthetic" in the form of rum. But the last three lashes cause his flesh to begin to burn red. After the fifth lash, Quarne the Stitchman calls out, "He's had enough!" but Scourge looks at Plugg, and Plugg shakes his head and calls out the sixth lash. This last strike cuts his flesh open, causing blood to flow freely, splashing into Scourge, onto the mast, and dripping down to the floor.

GM only:

Sandara stealth: 1d20 + 6 ⇒ (11) + 6 = 17

Cure Light Wounds: 1d8 + 3 ⇒ (1) + 3 = 4

???: 1d20 ⇒ 18

Fishguts, when he is untied, falls to the ground, barely conscious. Grok helps him to his feet with a grint. Sandara Quinn slides in and helps walk Fishguts down the ladder, her hand on his back.

Perception DC 17:

Sandara's hand faintly glows as the worst of Fishguts' wounds close and fade from angry red to pink.

Afterwards, crew are ordered to disperse.

Lee: An adolescent woman with short-cropped black hair approaches you, introducing herself as Caulky Tarroon, the cabin girl. "Go lad, we need to get the officers' mess." She is a tad imperious.

You know what is the officers' mess because it is the food that looks nice: slow-roasted pork with a rich gravy and fresh vegetables. Caulky tastes each dish to be served, explaining, with no guile, she needs to check it for poison. The way she tastes it--minimally, but enough to detect any problems--means this is the case. While you help her carry the dishes to the captain's door, she orders you to return below decks before she opens it, resting extra trays on nearby barrels.

In the meantime, Sandara and Grok have helped Fishguts to his bed in the room next to the galley.

Your last task is to bring out the stew and rations, with Grok's help. You are then free to rejoin your companions.

Everyone: The rest of the evening goes the same as the last. Stew and rum are passed around. Tonight dice are the game of chance rather than cards, and the bulkier crew are comparing skills by tossing a lead ingot wrapped in a greased pigskin, which is called a "hog lob."

Sandara approaches all of you in a quiet corner. She puffs smoke from her pipe, and the smoke conveniently rings around her, obscuring her lips from observation. "Remember what I said about lockers?" She says. "I suggest lockers 18, 19, and 22. Perhaps you should go look at them." She gives a nod to Thren when saying "18," Lark at "19," and Lee at "22." She adds quietly, "I wouldn't go all at once though."

She slips into small talk, about being glad Besmara has blessed them with fair weather at least.

Sense Motive DC 15:

No really, maybe you better go look at those lockers. Quinn is being helpful.

If you do go check--note the lockers still have no actual lock upon them, and you may need to remedy that soon.

Locker 18:
A short sword and a buckler sit inside. The buckler has musical notes carved along the edges.

Locker 19:
A dagger and a full set of thieves' tools sit within.

Locker 22:
This locker contains a vial of antitoxin, a vial of smelling salts, and a potion of alchemist's kindness.

You can take your "night actions"

Again, if you try to dispose of your rum, it is a DC 20 Stealth or Sleight of Hand check.

If you are fatigued FROM THE RUM, more rum does not make you exhausted. The condition FROM THE RUM, does not stack, as it were. If you are fatigued from another source (Thren's prior exertions), the rum makes you exhausted.

If you go STRAIGHT to bed (you may check the locker first): no talking, carousing, etc. I will allow both fatigued and exhausted conditions to be lifted from rest, along with your con damage, restoring HP as usual.

If you take 1 night action (other than "sleep"), rest will remove the fatigued condition from your rum, but restore nothing else.

If you take 2 actions, you will be fatigued the next day, but some activities will be easier.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark stoically watches the display of sadism at the mast and then heads below decks with the other crew.

Watching Fishguts being helped belowdecks
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
So close!

Lark swills his grog
Fort vs Addiction: 1d20 + 2 ⇒ (7) + 2 = 9

Fort vs CON dmg: 1d20 + 2 ⇒ (17) + 2 = 19

Quinn suggests getting a locker
Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7

After small talk with Quinn, Lark turns to Threnody. "How about the two of us visit with Cusswell? If she's well-inclined to us right now then this is a good chance to get her in our camp. Maybe we can ask how far she'd be willing to go to get her instrument back."

To be clear, Lark proposes he and Threnody Aid Another in Influencing Cusswell.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren's not exactly happy to see Fishguts half-flayed alive at the Bloody Hour, but there's nothing she can do about it. Seeing Sandara help Fishguts belowdecks does help cement Quinn in her mind as one of the crew to be respected and include in any plans for the future.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Fort save, addiction: 1d20 + 2 ⇒ (12) + 2 = 14
Fort save vs. Con damage: 1d20 + 2 ⇒ (13) + 2 = 15
Sense Motive: 1d20 ⇒ 10

Thren takes the time to check locker 18, as Quinn's been on the up-and-up with her so far. She smiles when she sees the notes on the buckler. "I'll have to get a lock for this," Thren whispers quietly to herself.

The bard nods in agreement when Lark mentions Cusswell. "You're right about Cusswell. Can't have too many friends, y'know?" The tiefling nods toward Quinn as she speaks. "Maybe I'll go ahead and sing again, and you can try to talk her around. Remind her of what she's missing, that's my part. You can ask how far she's willing to go to get what's hers."

Question to GM: I know I don't have Versatile Performance yet. But would it be possible for me to use my Perform skill to aid Lark's attempt in influencing Cusswell in the way I described above?


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Backtracking a bit...

In the Galley, Pre Bloody Hour:

Grok (who explained this by word of mouth and, in fact, did not write this) wrote:
"Be careful with the gifts, though..."

Lee listens to Grok's entire admonition with his full attention before responding.

"Yes ma'am. I expected as much. On my last ship I was assigned as quartermaster's mate because I have neat penmanship, can do math well and have a knack for engineering (and it seems like the quartermaster gets drug into every unsolvable problem on a ship). I was also just starting to do some copying of maps and charts. But from my time in the quartermaster's office, I'm acquainted with the concept of who (the ship's captain) owns what (basically everything) on board ship. Especially at sea. Feeding a sandwich to Owlbear was probably a luxury. But Mr Kroop is going to have a bad night and no dinner..." and Lee looks significantly at his now well sauced supervisor, "...and I thought getting some food into him would be a worthwhile effort. But it looks like he's gone straight to the liquid painkiller."
Lee raises a cup to Kroop. "You're paying an ugly price for saving a cat you hardly knew because you didn't want to see a poor animal treated cruelly. That makes you a better man than most, Kroop," and if Grok or Kroop raise their cup Lee will touch his cup to theirs before drinking.
"Gha. Normally at home we drink to one another's health but this rum makes that seem so sketchy...

Muffin:

After seeing a rat corpse get dumped onto Mr Scourge's foot.
*Yes you are clever*
*Steer clear of Scourge. He would happily kill you, still*


Forces of Nature Battlemap

I just want to be sure you're clear on how this works: because Thren was fatigued from yesterday, and she drank the rum, she is now exhausted. If she does anything other than go to bed right now, she can only get herself back to fatigued again tomorrow. If she goes to bed right now, she can get free of exhaustion/fatigue entirely.

Lark and Thren, Intelligence or Wisdom DC 10, pick only one and roll it:
It occurs to you as you discuss that getting her fiddle back for her FIRST might also work, as asking her what she'd be willing to do for it could come off as coercion.

Thren, Sense Motive DC 15:
Given her bitterness last night, a song could as easily annoy Rosie as cajole her. You'd have to pick just the right song (high Performance DC, say, 20), or consider a different plan. But yes, I am willing to allow that to contribute to an Aid Another bonus. Since it is NOT the same skill, the house rule does not apply.


Forces of Nature Battlemap

Lee:
Grok shrugs. "Owlbear could use a friend. He's terrified of Plugg, and that means he'll do as Plugg says though, so another place to tread careful."

"Whole ship's a place ta tread careful," Kroop slurs. "Whole ship is poison,it is. 'N Harrigan's the venom sac and Plugg and Scourge the fangs. They know I'm 'armless though, they might put the lash on me for a show, but I ain't worth their time otherwise." The afternoon descends into inebriated blather from there.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

I understand. Thank you for clarifying.

Intelligence check: 1d20 + 2 ⇒ (7) + 2 = 9
Sense Motive: 1d20 ⇒ 18

Thren yawns widely."Damn. I'm getting too ambitious for my own good. I'm beat, Lark. I think you're going to have to solo this one. Drink's going to my head, it's why I don't want to touch the stuff normally."

The tiefling rises slowly, unsteady more due to her low energy than the rum (though the drink's still a part of the problem), and heads for her bunk.

Night action: Complete rest.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

The Halfling follows the procession from the galley to the deck. He won't interfere but he stays close enough to Mr Kroop to assist or take instructions or whatever needs doing. He'd like to Mage Armor the cook but tipping his hand too early regarding his capabilities could hurt everyone so Lee hopes Kroop can endure the punishment.

After the beating, Lee idles along behind Grok and Quinn as they take Kroop to his quarters. As he follows...
Perception - Kroop Being Lead Away: 1d20 + 5 ⇒ (6) + 5 = 11
...and notices nothing amiss.

Lee goes about the process of delivering food to the captain as smartly as possible. The only snag is when Caulky Tarroon refers to him as 'lad'. "I'm actually not offended but some Halflings do bristle at being mistaken for human children. I don't know if you've been around Halflings much, but you realize I'm not a 'lad', right? I'm fully grown, though new to adulthood, and am a seasoned slayer of men and beasts." Lee will say with as much good nature as he can muster given the circumstances.
CHA bonus from Rum: 1d4 + 3 ⇒ (4) + 3 = 7
Diplomacy - The Halfling Way - with Caulky: 1d20 + 5 + 7 ⇒ (6) + 5 + 7 = 18

After delivering the meal, Lee will find a quiet spot ask Grok about Kroop. "Mr Kroop's okay, right? I've seen people hurt in fights, some maybe even worse. But that lashing looked bad..."

After joining his friends he'll get the news about Locker #22 and maybe note that...
Sense Motive- Sandara: 1d20 + 3 ⇒ (18) + 3 = 21
...Quinn has given him really good advice.

Once together again with his friends, (and again using a cup as proof (hopefully) against lip reading) Lee will give them the manifest of Locker #22. "All useful items, though a hogshead of Alchemists' Fire and a folding boat would solve our problems faster, I'd wager. Also, I found this stuck in a cheese today." And lifting his shirttail he'll reveal his dagger to his friends. "There are piles of spears and harpoons down there, too, if one were interested in things like that..."

Heaving himself to his feet, Lee continues, "I'm off to bed. My midday rum toddy has left me feeling a bit worn and today's display by Plugg and Scourge has sapped me of all desire for merry-making. I'll swing by the galley to feed 'Pancakes' then I'm into the hammock."

Muffin:
As Lee goes to the galley, he contacts Muffin.
*I' coming to feed you some fish.*
*Are you watching over Kroop?*
*He's hurt because he was protecting you.*
(The third message is a little more complex but not totally unsendable. Muffin's relationship with Lee has allowed him to better grasp the usually unfeline concept of "selfless act")

Once there, Lee will greet Muffin affectionately.
*There's my clever boy.*
*Nice rat today.*
*Can you tell if anyone is nearby? Any stinky pirates around?*


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

"Mrow?"

Lee:

Muffin enters the galley from the direction of Fishguts' quarters.
He is very glad to see Lee.
*Followed? Really?* (In the kind of pitying tone one uses for someone who never quite gets the hang of 'shoe tying' or knowing 'left' from 'right')
Muffin tries to figure out if anyone is around, mostly by listening and sniffing. Given a few seconds of that...
Perception: 1d20 + 6 ⇒ (15) + 6 = 21 - unsure on the difficulty for 'smell'
...he's pretty sure of the lay of the land.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Intelligence check: 1d20 + 2 ⇒ (8) + 2 = 10

As his friends head off to bed Lark suggests ”Might as well only make one trip to Grok’s store tomorrow. I’ll pay her a visit and try to buy three locks, if that works for y’all.”

Once they’re gone, Lark strolls over to Cusswell. ”That was good of you to talk with Thren this morning. She’s a good soul and you can imagine she hates to see anyone parted from their music. I’m sure Threnody wants to help you out and if she gets up to anything you can count me in as well.”

”I always feel more optimistic about improving my situation when I have friends around, and the more the merrier. If you ever feel like you need a friend, well, you know how to find us.”

Liquid CHA: 1d4 + 1 ⇒ (2) + 1 = 3
Influence Cusswell
Diplomacy: 1d20 + 2 + 3 ⇒ (4) + 2 + 3 = 9


Forces of Nature Battlemap

When Lee interacts with Caulky, her imperious tone fades, but her lip dips into a pout. While he's made her recognize perhaps the error of her ways, she's turned to sulking for a moment, "Cooks mate is the only one I get to call 'lad.' Everyone calls me 'lass' all the time." She squares her shoulders and covers up her faint disappointment with false bravado typical to the roughly 16 years old she probably is, "Just remember I outrank you!"

He joins the others, gets his rum, and also locates his locker and chats before making other plans for the evening.

After checking her newly "assigned" locker, Thren climbs into her hammock and between a long day of standing and repairing and a dose of rum, easily falls asleep. She dreams of standing on the bowsprit of a mighty ship, the spray of the ocean caressing her face as she watches a Chelish naval ship in the difference burn and sink under the waves.

Lark approaches Rosie. She shrugs and nods, but says, "Like I said, I don't f#**ing wanna talk about this kind of stuff down here."

She looks at him. "You wanna make friends? Come lob the hog with us."

She saunters toward the group throwing the greased block and says, "Step aside, let me show you how it's done!"

She picks up the "hog" and attempts to chuck it along the deck as far as she can.

Combat Maneuver Bonus minus 4 for improvised weapon: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11

She surprisingly manages to hold onto it, and it flies and slides about 11 feet before stopping. Not the best night's performance, but successful enough several crew cheer and she is not forced to chug a round as "punishment" for failure.

She looks at you and jerks her head toward the crowd, asking/suggesting you join in.


Forces of Nature Battlemap

Lee: Muffin reports the presence of "fish-source-rotten-fruit-smell-male," "high-up-less-rotten-fruit-smell-female" and "large-dog-and-or-man?" He does not indicate a sense of fear or danger. (Try not to get too complicated with the thoughts--"simple" cat thoughts aside--this is still empathy and not telepathy.).

When you yourself approach the stairs to go to the cargo hold, Quarne "the Stitchman" spots you from his berth at the fore of the lower hold and stands up to block your way. "I'm sorry... O'Neill, was it? Crew not on night shift can't leave the lower hold at night, unless you're called up due to an emergency. Cook's mate as of today, yes? I'm sure whatever it was you forgot to do in the galley, you can do it tomorrow."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]
Rosie Cusswell wrote:
She looks at you and jerks her head toward the crowd, asking/suggesting you join in [lobbing the hog].

Larks steps forward and addresses Rosie and the audience ”Oh yeah, I’m game.”

”Make room, folks, make room. You are about to witness a feat of strength and skill worthy of tale and song.” As he speaks Larks goes through a series of exaggerated stretches and flexes. ”Watch carefully, for it’s not likely you can emulate my performance, but you’ll want to catch all the details for when your friends demand a retelling.”

Lark hefts the Hog, contorts his body, and snaps forward like a catapult.

Selling the throw
Bluff: 1d20 + 6 + 3 ⇒ (18) + 6 + 3 = 27
The Hog
Sleight of Hand: 1d20 + 7 ⇒ (6) + 7 = 13

The impressive looking throw has most heads turning downrange. Those that manage to keep an eye on the hog see it hang, unmoving, for a breathless instant. Then it smacks down directly on Lark’s foot. Lark did not perfectly place his drop, so he doesn’t have to completely fake the yells of pain as he hops about on one foot. The hopping doesn’t last long before Lark wobbles and then collapses in a heap.

Lark will take any mockery and punishment in good humor before slinking off to bed, hopefully having convinced some of the crew that he’s completely harmless.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Of course Lee stops when addressed by Quarne.
"Please feel free to call me Lee. And yessir, I was heading to the galley. Thanks for the warning. I do NOT want to violate any rules. No sir, I do not. Though I do have a few questions that you are probably familiar enough with the ship's normal operations to answer. First, who feeds the second watch? They've been sleeping all day so they must eat at night. Second, who gets up before the first watch to prep breakfast? It takes some time to brew tea, after all. And third, can we have someone from second watch just look in on the galley to make sure all is well? I didn't really do any kind of 'shutting down' and while I'm pretty certain we won't burn the ship down, checking would ease my mind."
Lee waits patiently for Quarne to process that last bit.
At this point Lee is curious about the second shift.
Diplomacy - Not Torching The Boat: 1d20 + 5 + 5 ⇒ (9) + 5 + 5 = 19 - If Bluff is more appropriate, that's an 18 instead of a 19.
Perception - Reaction To Mentioning Second Shift: 1d20 + 5 ⇒ (14) + 5 = 19


Forces of Nature Battlemap

Pirates uproariously laugh at Lark's antics, many distracted from the drop by his "show." Any who might notice he did it intentionally don't call him out on it, and may indeed take it as Lark intended--his copping out for feeling unable to compete. He does get pushed and roughed about a bit in the pirates' form of ribbing, but while perhaps a bit unpleasant, it is not hostile.

Cusswell rolls her eyes a bit, but is amused. "At least you tried," she says.

=========================

The middle aged man raises an eyebrow at Lee with a faint smile--which is about as expressive as he ever gets. "Mighty eager to please, aren't you? I'm sure Mr. Plugg appreciates your sort of hard work," Quarne observes, apparently without any sort of irony. "But you needn't worry. The night shift eats what is your dinner for breakfast, taking it to the maindeck with them, and eats your breakfast for dinner on their way to bed. Caulky gets up early to get the water boiling for tea, and wakes Mr. Kroop and Miss Grok, the former to get the officers' breakfast, the latter to open the biscuit box to pass them out. You weren't assigned to be cook's mate until after that happened yesterday, but you'll see how it works as you settle in." He pulls a toke on the pipe he is smoking and breathes out rings. "Don't you worry, young man. Harrigan runs a tighter ship than it might appear at first--and as doctor, I wouldn't abide any process that would make the crew weak, especially those who have to stay up at night." He falls into contemplative silence over his pipe.

Disclaimer: The AP as written has largely EVERYONE go to bed at night with the ship weighing anchor. While I'm certain this was done for simplicity's sake, this didn't make sense to me, as in a world with sea monsters with darkvision and tremorsense, being a sitting duck in the water would be a very bad idea. So I figured they'd want at least some kind of watch to be available--and sometimes it would be safer to keep moving under light sail than weighing anchor. So I decided to set up a firmer night shift... but this means some of this I am making up as I go along. I really like this adventure, but given its partially sandboxy nature, the first book is also confusingly organized with buckets of information in not always intuitive places, so sometimes I lose track of some of the nitty gritty. Please also bear in mind I'm effectively responsible for about 30 NPCs. So please forgive any plotholes and/or vague information and/or inability to sensibly answer some of your very specific but reasonable questions. :)


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Not a problem. Maybe some of us will end up on nightshift. I mean, after all, I have darkvision, I'm quite at home in the dark! When not drop dead exhausted at any rate....


Forces of Nature Battlemap

That is highly unlikely.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee will try to gather his companions for a quick confab before turning in. Hopefully they can recap their days and discuss emerging strategy for improving their situation. In private.


Forces of Nature Battlemap

You did "confab" with them after checking your locker, but if you want to backtrack to that point in time, you may (I would not suggest waking Thren after she's gone to bed, however). The hold is large enough you can find a reasonably quiet corner to talk.

On another note, because I forgot to address this -- sorry, KeefX, you're posting a LOT of stuff and it's hard to keep track; but I'm sure I'm guilty of the same. You did check in with Grok before going to dinner; Kroop has been put to bed, and she made sure the galley fires are out, etc. I realize you want to use the "I want to be sure I shut off the gas" excuse so to speak to try and get past Quarne--which sadly he is not buying--but for the record, the "gas" is shut off. Muffin is also capable of feeding himself, given the rats aboard the hold, or he might have chowed down on the antipasto leftovers. ;) (Now, sneaking off to EXPLORE the hold is another matter, but you've either got to find a way to get past Quarne or wait till everyone's gone to bed--meaning you will be sacrificing your own sleep.)


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

I wanted to talk after speaking to Mr Quarne, but if Thren is asleep it will wait until morning.
Not waking her.
Lee needs his bed, too.


Forces of Nature Battlemap

I am going to move us on then. You may still backtag if you like.

DAY THREE

You wake up to find, sadly, you are still pressed members of a pirate crew. You head up to report your duty, with only brief time to chat with Lee before he runs off to the Galley.

Once making your departures...

Lark and Threnody:
You arrive as Plugg divvies out orders. Rosie is swabbing the deck, and Sandara Quinn has been given the honor of working in the bilges.

He turns to you. "Now we've finished fixing the damage done by the Chells, I need another hand in the rigging. Whoever gets his honor is whichever of you climbs the topmast the fastest." His tone indicates you do not have a choice in being tested. He asks you to stand on either side of the mast, and when you are ready, he tells you to start.

The mast is 60 feet. To climb at a safish speed, you must succeed on 8 DC 10 Climb checks. To go faster requires four DC 15 checks. You can combine these (slow then fast). Failure by 5 or more is not recommended.

Lee:

You report to the galley, where perhaps surprisingly, Kroop stands chopping vegetables as if nothing had happened to him yesterday. Close observation shows he is stiff, but obviously functional.

He smiles as he greets Lee. "Good mornin' Lee. Best get the breakfast dishes washed, and then I need you to clean the fish iin that there bucket. It appears you have ordinary kitchen duties and can work on your cleaning project, or take other action as you see fit.

Please choose a day action. Since Kroop appears to be sober you do not need to make cooking related checks.

.

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