GMDQ's Skull and Shackles (Inactive)

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Campaign Slides

S&S Ship Battle Map

Loot Sheet

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]

Gesturing for Lehland to keep the bag of money, Lark replies, ”I think we can carry the coins. They know I have a little bit on me and no one has hassled me about it.”

Lark looks down at the axe. ”Maybe Quinn will want this…? Anyway, give me hand hiding this stuff, will y’all?”

To GMDQ: Do you want a skill check for hiding the armor and weapons? Disguise? Stealth? Other? For Disguise Lee and Lark could Aid Another. For Stealth it should be Thren and Lee, I think.

Here’s a Disguise and a Stealth roll, just in case:

Spoiler:

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Disguise: 1d20 + 6 ⇒ (15) + 6 = 21

Once the loot is stashed away Lark will warily ascend the ladder once more and pound on the hatch with the hilt of his dagger. ”Hallo the ship! Can anyone open this door!?”


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 gives Lark some help hiding their finds, repacking the gear into the crates and moving things around to make things look as undisturbed as possible.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17


Forces of Nature Battlemap

Stealth or Sleight of Hand for hiding things. This is fine.

You manage to reasonably obscure the armor and maces in the dustier parts of the shelves. With luck, the spiders will help ward away interlopers.

GM Only:

1d100 ⇒ 84
1d20 ⇒ 3
1d100 ⇒ 74
1d20 ⇒ 11
1d100 ⇒ 61
1d20 ⇒ 2

You bang and yell for a bit, and at last, you hear the bar slide open. Lee hastily remembers to dispel his extra light spell.

Mr. Plugg himself "greets" you with a sneer, but he sees the bodies of the dead dire rats floating in the water. "I suppose you did well enough," he says grudgingly, and waves for you to come up the ladder. "But how on earth did you lubbers get shut in?" His eyes turn to Master Scourge, who stands a few feet away.

"Odd, that. The clumsy lubbers must have knocked the door shut," he replies very unconvincingly, and you all have a good guess as to who might have closed the hatch on you.

"Well, it is less than an hour," Mr. Plugg says, "so job well done. I'll make pirates of you yet!" He half-smiles, pleased at having thought of a way to take credit for your deeds. "Now get back to work!"

The reedy, older voice of Quarne the Stitchman interjects, from fore of the lower deck, where he is tending to Jack Scrimshaw's leg. "Ah, Mr. Plugg... if I may examine their wounds? I still need Greenwood and Nocturne's assistance with the rope repairs, and I would prefer them to be in good condition... and not bleed all over the ropes. I'm sure it would also be poor form if Lee ended up bleeding in tonight's stew, and he also needs to finish his turtle-fishing. You will recall," he adds hastily, "We are still short-handed."

Plugg grits his teeth and nods. He says to the three of you, "You are to report to your stations as soon as the Stitchman's done with you." He waves to a nearby crewmember to clean the rats out of the bilges and throw them overboard, as their rotting carcasses do not need to make working in the bilges any worse as it already is.

Presuming you agree to report to Quarne, he examines your wounds, cleans, and bandages them.

Quarne Heal Lark: 1d20 + 9 ⇒ (20) + 9 = 29
Quarne Heal Lee: 1d20 + 9 ⇒ (12) + 9 = 21
Quarne Heal Lee Diagnose: 1d20 + 9 ⇒ (3) + 9 = 12
Quarne Heal Thren: 1d20 + 9 ⇒ (14) + 9 = 23

While his bedside manner leaves much to be desired, all of you feel much better under the Stitchman's expert care (Heal 3 hp of damage). He finishes bandaging Lark and Thren, but before finishing with dressing Lee's bites, he asks Lee to stay.

"I don't like the looks of that," he says. "I've stopped the bleeding and tried to clean everything, but there is excess inflammation. Your smaller stature means you were not only exposed to the usual contaminants rats carry but you were more deeply submerged in the bilge water than the others, and I am afraid you're at high risk for infection. Stay with me a little longer. You two should go back to the rope work immediately. I know you were delayed but we need to get this done today."

He rummages through his doctor's bag, pokes at Lee's wound some more, and pours some nasty orange stuff on Lee's wound, which stings like a b~%&~.

Quarne Heal: 1d20 + 9 ⇒ (9) + 9 = 18

But he appears satisfied with his work.

Lee, please attempt another DC 11 Fortitude Saving Throw, adding +4 to the roll.

"You may return to duty, but please check with me tomorrow morning so we can be sure it is healing properly."

Lee, I don't think you rolled for your daily actions yet, so once you're in an appropriate spot, please make your Fisher/Survival Roll for turtle fishing.


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

"Thanks for patching me up Quarne." Thren says with a hint of gratitude. She still favors that leg slightly as she heads back up to deal with the rigging, but it doesn't seem to slow her down much.


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 is poked and prodded and he's grateful for it all.

Fort Save vs Nasty Infection: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16

Stitchman seems to know his business and Lee compliments him:
"Mr Quarne, I have to say that I'm feeling better already." And flexing his leg, continues, "I'm feeling well enough to report to my post. Thank you for your good work on my leg."

And with that, Lee takes his leave of Stitchman and heads to the galley.

Once there, he'll consult with Kroop (and Grok if she's there), getting all the proper gear together and the instructions needed for turtle fishing. Specifically, Lee is interested in knowing how many turtles will be needed before heading up on deck.

I'm assuming that, being from a port city, Lehland is at least familiar with the concepts associated with catching, cleaning, preparing and eating aquatic wildlife.

Once on deck, he'll set up his gear quickly and get on with the fishing.

I'd like to 'take 20' on the fishing task. It's a nice day to be on deck and Lee's not in any hurry. 'Taking 20' puts Lee's Survival check at 21.

Once Lee has the number of turtles needed for dinner, he'll catch two extras before closing up shop and heading back to the galley. Once there, he'll clean and prep all the turtles per Kroop's instructions except for the two extras. They will be processed into turtle jerky per Freddie Farmhand's Taldor Cooking School Cookbook. So, I guess they are brined now and Lee will look for a good place to dry the thinly sliced turtle flesh later...
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
...and finding a place that's suitable but not brilliant, decides to bounce his 'turtle jerky' plan off of Kroop.

Once done with today's turtle tasks, Lee again delves back into Freddie Farmhand's Taldor Cooking School Cookbook in an effort to find some flavoring that will make the rum potable.

I'm looking for a fruit and spice flavoring blend that would be very concentrated and taste reasonably good in a lot of ways, like a spoonful or two in a pot of soup or over cooked vegetables. That way if anyone asks, it's a flavoring blend for food. But I want to be able to mix a dash or two into a cup of rum and have the resulting drink be delicious. If Kroop is there and free and not totally smashed (No. 'Being smashed' shouldn't be a stopper for anything with Kroop.) Lee will ask his advice (Leaving out the 'rum' part of the scheme.) and try to entice Kroop into 'aiding another'. He wants this to be really really good.
Diplomacy - Aid from Kroop: 1d20 + 5 ⇒ (13) + 5 = 18
It looks like Lee has succeeded in getting some help.

Bending his attention to the actual cooking task...
Cooking - Flavor Blend: 1d20 + 1 + 2 + 1 + 2 ⇒ (16) + 1 + 2 + 1 + 2 = 22
...it looks like Lee may have struck gold! A fruity, spicy paste but gold in it's own special way.

First Lee will use the new spice blend to flavor tonight's dinner and then he'll invite Grok back to check it out. After showing her the spice blend and letting her taste dinner, Lee will offer her a cup of 'the usual' warning, "This is important to remember. That flavor blend paste stuff is for cooking only and should never, ever be added to any other foodstuffs onboard ship." And as he says this, he'll stir a dab into his rum. Tasting and smiling, he'll offer her a spoon with a dab of paste on it.
Diplomacy - Who wants a drink?: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18


Forces of Nature Battlemap

Lee, sorry, no taking 10 or 20 on the daily ship tasks--if that were allowed I would have told you. The Wormwood counts as a hostile environment and nasty pirates aside, you're in danger of stuff like being yanked overboard by an overzealous turtle, and there are also other notable consequences of failure (per the rules, you can NEVER take 20 when there are notable consequences for failure, period). These "daily tasks" and the actions you take during them are effectively your "encounters" for this part of the game (which can at times include earning XP, treasure, or other boons).

I will try to let you know when it is okay to take 10 or 20, but assume no otherwise and/or please ask before presuming.

Also, before continuing, do you recall the conversation you had with Grok? Like the part where she says "the Captain will keelhaul you three times if you do anything to the rum?" (I'll also clarify: when she was asking for something better-tasting, she was asking for better quality alcohol, not re-flavored Shackles rum.)

Please roll your dice for the fishing first, and then we will resolve any other actions you decide to take.

Also, no matter what you decide to do, PLEASE DECLARE A DAY ACTION (as listed on the campaign tab): e.g., "Work diligently," or "Influence one NPC."

On the simple question of "how many turtles to catch"? Success on the check will be "enough turtles." I'll say "excess success" -- success by 5 or more -- will net you more turtles than needed.

GM only:

Now that you mention it, how drunk IS Kroop today?: 1d100 ⇒ 87


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)]

Oh, right.
Forget all that, then.
No delicious flavor packets. None at all.
We'll just pick it up with...

...And with that, Lee takes his leave of Stitchman and heads to the galley.

Once there, he'll consult with Kroop (and Grok if she's there), getting all the proper gear together and the instructions needed for turtle fishing. Specifically, Lee is interested in knowing how many turtles will be needed before heading up on deck.

I'm assuming that, being from a port city, Lehland is at least familiar with the concepts associated with catching, cleaning, preparing and eating aquatic wildlife.

Once on deck, he'll set up his gear quickly and get on with the fishing...
Survival - A Bad Day Fishin' Is Better Than A Good Day Workin': 1d20 + 1 ⇒ (20) + 1 = 21
...and enjoys some good luck.

Once Lee has the number of turtles needed for dinner, he'll catch two extras before closing up shop and heading back to the galley. Once there, he'll clean and prep all the turtles per Kroop's instructions except for the two extras. They will be processed into turtle jerky per Freddie Farmhand's Taldor Cooking School Cookbook. So, I guess they are brined now...
Craft - Secret Turtle Jerky Recipe: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
That seems sketchy. Can I get Kroop to help? Do I need a Diplomacy roll for him to aid?
...and Lee will look for a good place to dry the thinly sliced turtle flesh later...
Perception - Where To Dry Turtle Jerky: 1d20 + 5 ⇒ (7) + 5 = 12
...and finding a place that's suitable but not brilliant, decides revisit the 'drying rack' question later. Maybe Kroop'll have a better idea about how one dries turtle meat.

Once that is done, he'll make a suggestion to Kroop. "Who decided to store food in the bilges? I'm going to head down there and salvage what is still edible and then dispose of what's not. Mixing 'bilge' and 'food' is not good."

Assuming that Kroop agrees, Lee will go to Grok for a lanterns, long sticks to poke things with before touching, protective clothing (boots and gloves), and a sack-and-rope combo for hauling food up out of the bilges. He will also broach the subject of ruined food. "I'm fully expecting to find a bunch of inedible stuff that used to be food down there. We'll need to account for it, verify 'ruined', write it off the books, and then dispose of it."

Once we figure out how (if) Grok wants to handle this, I guess we move forward.


Forces of Nature Battlemap

I know you were traveling so I wanted to be sure you had read that prior conversation. :) Sorry to piss on that parade, but I don't want to have to RP out a keelhauling if I can help it.

Well, I guess you were destined to "take 20" after all! Excellent!

But I STILL need to know what you "official day action" is today. Work Diligently, Sneak, Shop, Influence, or Shirk. If you are influencing, please specify the NPC you are influencing.

When Lee manages to net in an impressive load of turtles, he hears applause from up in the rigging. Standing above him, precariously near the foremast, is Barefoot Samms. "Couldn't have done better myself!" she comments before returning to hoisting the sails.

When Lee returns to the kitchen, he finds Kroop in a bad state. (He rolled badly on his "how drunk am I" check) He seems to be half-passed out above the gravy he was making, his apron is about a hair's breadth from catching on fire, and the gravy is starting to burn.

Having heard you pass by, Grok checks in on both of you to see the situation you have walked in upon, and she hefts him out of the way before he catches fire. He sits in the corner, talking to himself. "I think you're going to have to make the turtle stew, Lee," she says.

When you explain to her your desire to turn the extra into jerky, she agrees that is a good idea and says she'll help get that process started if you make sure the captain's dinner isn't ruined.

There is a drying cupboard that is suitable for the activity in the galley. There is also a small smoker if you wish to cure it instead.

I'll use your Craft roll as a Profession Cook roll for cooking, which is successful. I'm also just going to assume you ask Grok about the food stored in the bilges, since she would know.

You manage, with Freddie Farmhand's help, to make a passable turtle soup for the captain's table, and add some turtle stock to the crew's fish stew for some extra flavor.

Grok groans when Lee asks about the food in the bilges, and asks what happened. When you give her the details about the enormous rats, she rolls her eyes. "I told Harrigan not to trust that meat dealer in Port Peril! That's what happens when you buy supplies on the cheap. I told him until we had a chance to properly inspect the stock, I wasn't going to let him keep it in the galley. And it's a good thing too, or those dire rats would have gotten into the main stores. At least you'll get a nice scar out of it!" she says reassuringly, as if that were OBVIOUSLY the upside of today's events. "At least your turtle catch will supply us with the extra meat lost from that trade." She is impressed.

She nods at him. "You're right about the accounting--you know your quartermastering, eh? We'll have to take care of it tonight."


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)]

Well, the original plan had a larger 'SNEAK/SEARCH' component in that I wanted to more thoroughly ransack the bilge hold.
Now it looks like 'WORK DILIGENTLY' is our activity of choice.
:-/

Dinners shall be made, sans feathers.
Cooks shall remain unscorched, though pickled thoroughly.
The turtle jerky will continue to brine before its date with a smoker tomorrow. Probably going with a half-smoke/dry-to-finish strategy.
Cats shall be fed extravigantly on turtle innards.

Muffin:
*Mmmm! Innards!*

Lee will take Kroop's usual place with the tasting and serving process of the Captain's Mess.
Likewise he will take Kroop's place serving the crew meal.
If Grok wants Lee to continue to stand in, he'll help serve fresh, pure, unadulterated rum with her as well.

Once there's a lull in the rum ladling process, and he and Grok are standing alone, Lee will give her a detailed account of the 'action' in the bilges, skipping in its entirety the inventory of discovered things and giving no hint at all regarding any spells being cast. Continuing, "When you said 'We'll take care of it tonight,' did you mean the accounting? Because I don't know, totally and for sure, what is down there. I guess we could write it all off, but that seems like a waste. Plus, there's the 'disposal process'..."


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]

Hmmm...
Take a nap or murder a rodent?
Nap?
Murder?
Nap?
Murder?
Why not both?
Perception - Find a hidden spot to nap: 1d20 + 4 ⇒ (2) + 4 = 6
Grrr! Not relaxing at all.
In a fit of pique, Muffin decides to...
Murder A Rodent: 1d20 + 4 ⇒ (11) + 4 = 15
...and feels a vague sense of satisfaction when he abandons 3/4ths of the corpse (in a place where it will be stepped on) to go enjoy turtle innards.

Once done with the innards, Muffin will "stand watch" over Kroop (mainly by curling up on the sleeping cook's belly and catching a few winks).


Forces of Nature Battlemap

Lee, you could also influence or shop (for one entirely random and unhelpful, because I'm totally not a helpful GM, example, sell the masterwork handaxe no one can use, which would, for just a random example, net you an amount of wealth at least worth a masterwork violin). But just remember to declare before rolling your task checks, since some activities add bonuses or penalties to your work check. Unfortunately with the "Kroop is drunk" roll, it just seemed like not much time left in the day, but night actions are still good.

NIGHT 3!

Lark and Thren finish their long day of rope splicing, working hard to make up for lost time during the fight in the bilges. Grateful for when the shift bell rings, they head down for dinner and the mandatory rum ration.

Muffin succeeds in his rat duty, capturing a rat that fortunately, unlike those the mariners fought, is actually smaller than him rather than twice his size. He finds a suitable napping spot on Fishguts' apron, which comes with bonus fish smells.

Lee also works an extra hard day, not only having fought rats, but also having netted a massive amount of turtles and finished making the crew's and officers' dinner to boot. After passing off his surprisingly good turtle soup to Caulky Tarroon, he helps Grok dish out stew and rum to the masses.

Grok appears to serve herself rum for about every two or three crew who receive it and is a bit more "relaxed" by the time Lee brings up the issue of cleaning out the bilges.

"Yes, yes, I meant the accounting... look, we should get rid of the box the rats were in, at least, because there might be rat babies in there." She sticks her tongue out. "If there was any ham I doubt it's edible now. But you were right earlier, we've gotta get rid of that stuff, for all I know there's a box of cockroaches next to the box of rats. I just hate to because I always hit my head on those damn shelves." She eyes Lee. "You can climb right up into'em though. Here's what we'll do: I'll call down to you what to look for, and you tell me if it's there or not. Pass me up anything that's unsalvageable. You get the bilge door open, an' I'll go get my ledger, an' I'll be right back. You shouldn't need a lantern because Peppery casts light spells regularly in all the holds."

Lee, you may do the "infiltrate" option to get your take 20 on searching the area. If you want to REMOVE anything at this time, you will have to make checks, since Grok would question your handing up any valuables, but she will not go down with you so you can search freely.


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 downs his rum as soon as he gets it.

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

"Today felt like it was about a year long. I'm for bed."

Night Action - rest fully.


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 plops down with Lark and Lee after a long day, only favoring her wounded leg slightly, and tucks into the turtle stew with gusto. "Great flavoring on the stew Lee," the tiefling comments. But when she looks at her rum ration, the bard makes a face. "After spending time in the bilges, I'm not sure I'm in the mood for this stuff," Thren admits. She looks around for someplace to ditch the rum.


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)]

That was totally helpful. This is Lee's Infiltrate action for this evening.

Lee nods his agreement with Grok's plan.
"Sounds good. I'll head for the bilges now. Do me a favor, though, and bring a lantern I can aim. I may not need it, but shooting a beam of light into a shadowy alcove or into a crate could save me from some nasty spider bite. Or something."

On the way down to the bilges, Lee will keep his eye out for something that is between a 5' pole and a 5' dowl rod...
Perception - Lookin' For A Pokin' Stick: 1d20 + 5 ⇒ (11) + 5 = 16
...and may have lucked into something suitable.

Once at the bilges he'll open the hatch, making sure that there is, in fact, light down there.

Once satisfied (or not) with the illumination, Lee will wait for Grok.

When Grok arrives, Lee will descend. They will go through her list and Lee'll locate and inspect everything Grok calls out (if possible). Lee will pass up the spoiled stuff to get dumped and the good stuff to move to the galley so it doesn't get spoiled from further contact with dirty bilge water.

As Lee's doing this, though, he'll also "Take Twenty" on his Perception roll (giving him the score of 25). Once we know what he's found we'll be ready to proceed.


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

Fort save vs. addiction: 1d20 + 2 ⇒ (4) + 2 = 6
Night action: Entertain
Perform (singing): 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Thren walks around the room once everyone's settled in and mellowed a bit. She bangs her mug on a convenient surface to make enough noise to get everyone's attention. "Who's up for a song to help wind down the evening?"


Forces of Nature Battlemap

GM only:

Spider Chance, Spider Chance, What is the showing up Spider Chance: 1d100 ⇒ 52

Lark decides to call in a night after a long day of work and heads to bed early. If you are still down any HP, you heal 1 pt.

==========

Lee works on "inventorying" the bilges with Grok's semi-drunken assistance. He finds an iron rod that, while rusty, is suitable for poking. He also uses that to help him keep the ubiquitous bilge spiders at bay.

In addition to their earlier discoveries, he finds either under the water or tucked in a board or under a crate, etc. the following: a buckler, a tanglefoot bag, and 12 silver pieces. He can at least pocket the last without drawing suspicion. Taking the others will require a Sleight of Hand or Stealth check versus Grok's Perception.

He hands up the holey ham crate to Grok, and hears her instruct some of the crew to take it to the main deck and throw it overboard. Even if there were still ham in it, the rat feces and the like is not worth trying to salvage it.

The shelving is high along the shelves of the bilges, well out of the water. It's still not a great place to keep food, but most of the other supplies he finds are mundane items: extra hammocks, wool blankets, and so on. There's some spare clothing that is not in good condition. Lee finds a crowbar stored there, probably for the purpose of opening any crates, at least if someone had not absently stuck it under some hay for storage. (Assume random, typical mundane gear.) Most of these items Grok calls out to him, but as Lee confirms (or not) their existence, he also organizes things similarly to his work in the galley, so if he or his friends should need such items they could find them easily.

As for food, he finds is a crate of packed cheese. This likely came from the same place as the rat-laden hams, and was clearly dodgy even before it may have been stored in a damp place, with mold where mold shouldn't be and cheese weevils all over the place. With some disgust, he also passes that crate up to Grok and it meets the same end as the ham crate--although Grok asks Lee if he wants to keep some of the weevils as fish bait.

He finds some canisters and jars of vinegar which are safe if they remain in the bilges, but can move them to the galley/cargo hold if he prefers. There are some picked vegetables which are sealed and probably safe to eat, although when they were placed there is a question probably better unasked.

When he is finished, Grok goes to fetch a night-shift crewman to man the bilge-pumps.

=========

Threnody, in the meantime, makes anyone entirely disinterested in what Grok and Lee are doing in the bilges by singing her very slightly fiend-tainted heart out. Singing a morale-boosting song of fair weather and indulging in minor vices, many of the pirates join in, passing rum and tapping their feet to the song. When she finishes, many start up other songs, taken with drowning some of their fears and sorrows in song rather than the usual rum and gambling.

Conchobar in particular claps with delight at the end and waxes poetic on the quality of Threnody's voice.

Threnody, for the next 24 hours, you get a +2 circumstance bonus on Charisma-based checks (excluding Intimidate) with all of the crew who heard you (which would be the day shift crewmates, Quarne, and Grok).

Let me know when you are ready to move forward.


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 stashes the buckler and the tanglefoot bag and pockets the coins.

Before Grok calls anyone or takes off, Lee pokes his head out of the hatch and says, "Lean in, I have something to show you." And if she does, he will display the hand axe that was found earlier without raising it out of the bilge compartment.
"Nice, eh? Can I let you hang onto this tonight and then maybe talk about a little trading in the morning?" And if she agrees, Lee will give her the hand axe.

Now that she's seen it, if Grok demands that Lee give her the axe he'll hand it over, whether there's trading involved or not. He's gambling.
If she wants nothing to do with the hand axe, Lee will return it to its hiding place.

Once the salvageable food is moved to the galley and the unsalvageable food is disposed of (weevils and all), Lee will head for bed.

Fort Save - Rum Addiction: 1d20 + 2 ⇒ (19) + 2 = 21


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

Ready to move forward.


Forces of Nature Battlemap

1d20 + 1 ⇒ (15) + 1 = 16

Lee - Evening

Grok simply nods at Lee. She taps her ledger, "It's not here, so it's yours. Trading it in is just fine."


Forces of Nature Battlemap

DAY 5
Weather: Overcast
Events: Typical Day
- FIRST: Please post a day action: work diligently, influence 1 NPC, sneak, shop, or shirk.
- SECOND: Incorporating in any bonuses or penalties from the day action you chose, roll your work task check (you may not take 10 or 20 on this roll)
- THIRD: Post any RP/questions/detail on your work day and resolve any additional rolls. Bear in mind what can be reasonably accomplished in addition to your regular duties.

A new day begins, and you tromp upstairs for your daily assignments. The crew get to their usual tasks with little fanfare. You've had four days of clear skies, and today clouds are rolling in casting gloomy oppression over the area--but all is otherwise "normal," however normal being forced into servitude on a pirate ship may be.

Lark is asked once again to help with repairs, a portion of the deck needing resealing. He works alongside Cog today, though the other swabs are in easy distance. DC 10 Profession Sailor or appropriate Craft check

Threnody is assigned to the upper rigging, which is at least less tough than hauling sail, but she spends most of the day 50 feet up in the air on slender line and mast. No one is directly beside her, but she has to coordinate with the other riggers, Barefoot Samms, Slippery Syl, and Maheem. Shortstone is above her in the crow's nest. DC 10 Climb check AND a DC 10 Profession Sailor or Dexterity check

Plugg tells Lee that Fishguts is still largely out of commission and orders him to do the cooking today. Lee will be therefore largely be stuck in the middle deck (but he can shirk or sneak in that area). Fishguts is still present, if not entirely compos mentis; Grok of course is nearby in the store (and he has time to complete the transaction he discussed with her), and Caulky will come in the evening to taste the officers' and captain's food as usual. Owlbear is out in the cargo hold doing his watchstanding. In the afternoon, Grok will take her usual "start drinking early" break with Kroop, even though Kroop really hasn't stopped drinking for awhile. DC 10 Profession Cook or Intelligence check. Remember the kitchen itself provides a +2 bonus to these checks, and the cookbook an extra +1.


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

Daily action: Work diligently
Climb: 1d20 + 5 ⇒ (18) + 5 = 23
Profession (sailor): 1d20 + 8 ⇒ (2) + 8 = 10

Thren spends the day climbing around like a spider in its web; maybe she's got some drow in her no one knows about? But after the previous day's shenanigans, the tiefling is rather paranoid and keeps her mouth shut and eyes open. Never know when someone is going to take another shot at screwing with the new hands, after all. Besides, good work speaks for itself, though with her mind preoccupied with watching for more grief from Plugg, her work is barely adequate.

Man, the dice roller is in dire need of some cuddling or something....


Forces of Nature Battlemap

Threnody Perception DC 15, +2 bonus for being 50 feet above everyone else:
Preoccupied by Plugg and from your vantage point high above everyone, you notice Scourge talk to him, and then they laugh together. They wave over the Master Gunner Riaris Krine to them, and draw her into the same conversation. You can't hear what they are saying, but as Plugg points to the clock, they seem to be planning something at a certain time.


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

Perception: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18


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]

Day Action, Influence NPC, Crimson Cogward
Prof - Sailor: 1d20 + 5 ⇒ (11) + 5 = 16

Lark fetches his borrowed tools and offers to share them with Cog as they work together. During the day Lark also shares anecdotes from the Aurora’s Kiss and encourages Cog to open up in turn. Lark hopes learn more about Cog and get him thinking about well run ships with good officers.

Bluff: 1d20 + 6 ⇒ (16) + 6 = 22


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

As she climbs about in the rigging, Thren draws her coworkers' attention to Scourge, Plugg, and Master Krine. "Any idea why they'd be so happy? Or who they're planning to shoot at, since the Master Gunner is in on this?" Thren asks the other riggers.


Forces of Nature Battlemap

Thren, by "coworkers" do you mean the PCs or your fellow riggers?


Forces of Nature Battlemap

Lark,, Cog nods in sympathy and interest in your story, which he sees as an attempt at finding common ground. He explains he too was one of few survivors from his first ship, a merchant vessel from Varisia which was lost to the Eye of Abendego. He made his way to Port Peril, looking for work. When the press gangers came, he surrendered, "Not because I couldn't have taken them," he asserts, "But it was the best job opportunity I could find. I don't have a death wish, but we all end up in Pharasma's arms eventually, and I aim to have a life of adventure before I go."


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
GMDQ wrote:
Thren, by "coworkers" do you mean the PCs or your fellow riggers?

I meant fellow riggers of the NPC persuasion. Namely, everyone you mentioned was out and about with me today, including Shortstone.


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]

Muffin will work diligently at the ratting.

Dex Check - Rat Catching: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Once that is done, he'll find a spot in the galley that let's him monitor Lee and Kroop and catch some Z's.

Have we thought about the rat depopulation issue? At some point there won't be rats for Muffin to catch.


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 work diligently at cooking

Craft - Cooking: 1d20 + 1 + 4 + 2 + 1 ⇒ (10) + 1 + 4 + 2 + 1 = 18

While cooking, Lee will make idle conversation with Kroop and with Grok. Interacting with Kroop will probably be trading stories. Very idle stuff. With Grok, though, Lee will bring up the quality of potential 'companions' on the ship and how there isn't a great number of female Halflings onboard...
...and kind of let things dangle there, conversationally. If Grok tries to press, Lee will put her off until rum rationing time (as it looks like Kroop probably won't make that).
At that time he'll undertake a Night Action - Influence and really talk to her.


Forces of Nature Battlemap

So you're not taking the "shop" option to trade the handaxe? You can of course idly converse while shopping as well. Just checking based on your prior comments

I advise not planning night actions (or too much in general) ahead of time. If there's something you want to accomplish, do it now (again, this is advice that applies generally, not just today).

I will post further responses later this afternoon


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)]

Can Lee choose to shop? I'd settled on 'work diligently' then rolled pretty well. It would make for a '14' on his cooking craft roll, which is sufficient to make food happen. If we can change horses in mid-stream he'd definitely shop.

Lee would want to trade the MW hand axe for Cusswell's fiddle. If Kroop looks loaded enough to not really notice what is up, Lee would just spill all this to Grok. If she asks why he wants Cusswell to get her fiddle back, Lee would tell her that once Rosie isn't all in knots over this fiddle thing that maybe there will be enough calm and peace for other activities to commence.

Maybe if Grok told him how Rosie lost the thing perhaps getting it back to her would be easier.


Forces of Nature Battlemap

While you can choose to change your action, I am going to ask you to reroll your Profession check if you decide to do so.

I'm reluctant to continue to allow "taksie-backsies" on actions/rolls once you see the result, and it's not fair to others who likewise might have chosen something different if they knew how the dice were going to roll. I fudged a few such incidents prior since folks were still getting used to the system but now that things are in place I do not feel it is fair or in your best interests to do so. You are not going to be killed due to a possible failure on a DC 10 profession check, a you need to be willing to risk a bad roll here or there to accomplish anything in this game--or in roleplaying games in general. I'm offering a chance to change action in order to check consistency with prior stated intentions. But you are also a skilled and veteran RPer who should be able to both handle the risk of failure in general as well as specifically a reroll to go along with a change in plans here.


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 thought about it and I'll just run with what I have.
I had information about our environment and that's the path I chose.
I will keep the good advice to maybe not plan ahead so much in mind.


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]
Crimson Cogward wrote:
...it was the best job opportunity I could find. I don't have a death wish, but we all end up in Pharasma's arms eventually, and I aim to have a life of adventure before I go."

Lark responds to Cog, ”We couldn’t find good work at Port Peril either. Maybe this is a blessing in disguise. Maybe our next port of call will have job opportunities that involve less flogging. The trick would be seizing the chance when is comes along.”

This is just me checking in since I haven’t posted yet today. I’m not necessarily looking for additional RP with Cog.


Forces of Nature Battlemap

Threnody asks the other riggers what they think of an observation she made about the three officers talking and laughing.

"A prize to catch?" Maheem conjectures, looking out over the sea in hopes they spotted a ship they might attack.

"No, all is clear," Shortstone says from the crow's nest. "Perhaps someone simply told a particularly good joke?" Maheem looks disappointed and gets back to his section of the rigging.

"I know that look on Plugg's face--it's what he looks like before he's about to kick a puppy or sell his mother into slavery. Probably they found a new way to beat up on someone," Samms says cynically, not pleased at the thought.

"Let's hope so," Slippery Syl replies. As she climbs past Samms, she shakes one of the ropes just a bit too hard, forcing Samms to grab onto the mast to stabilize herself. Samms sticks her tongue out at Syl's back as Syl bends over to adjust a sail.

===

Lee ponders his options and, still inexperienced as far as cooking skill goes, decides to focus on his work. Kroop sits with a poultice on his head, having banged it at some point from being literally falling down drunk, but Lee notices Kroop does drink less when he has someone to talk to.

Grok comes in and out before the afternoon gab session, and upon Lee's lament about halfling women, she says, "Well, don't let Rosie being the only one here tempt you. You deserve better than that disrespectful, foul-mouthed wench."

"We'll get to shore at some point," Kroop slurs. "Plenty of fish to bait then," he chuckles, mostly to himself.

Muffin finds that despite his due diligence, the nature of a ship is there is seldom a shortage of rats, mice, or vermin, and performs his duties to keep their population to a manageable level admirably.

At some point during the day, Kroop, Bezebel, and Muffin all have a conversation with one another, where the most intelligent remarks are from Muffin, with Bezebel in second. Although Muffin still struggles with understanding that Bezebel the Chicken LOOKS like food but is not to be considered food.

===

Lark ninjas the GM and continues to plant seeds of questioning loyalties into Cog's mind.


Forces of Nature Battlemap

NIGHT 5
Shackles Rum - DC Fort save or be addicted, +2 alchemical bonus to Charisma-based checks, -2 penalty to Wisdom-based checks.
Events: Saturday is a Night for Fighting!
Night actions: Wait to declare until “fight night” begins (which will be a separate post, and no, you're not going to be attacked (yet)). There will be no “entertain” or “rest fully” option tonight (the event will be too distracting).

Your shift ends, and the usual routine of dinner, rum, and going to the hold for entertainments and bed commences.

While passing through the cargo hold while picking up her rations, Thren has a sense SOMETHING is up with the officers, and as they collect their rum and stew, she sees the same three now having an in-depth conversation with Owlbear, who looks unamused but eager to please Plugg.

You and your allies have time to get together for a quick confab as desired for whatever happens… happens.

This is your opportunity NOW to share your days, plans, thoughts, insights, or have brief conversations with NPCs such as Quinn or Cusswell. You can also follow up any final interactions from the day. Then I will move us into the evening event.


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

Fort save vs. addiction: 1d20 + 2 ⇒ (15) + 2 = 17
Thren tries to get Lee, Lark, Quinn, and Cusswell together at the dinner table quickly. She hunkers down over her food, eating but not really tasting it, keeping an eye open around the room but trying not to be obvious that she's keeping an eye on the group of Owlbear, Plugg, and company.

"I've got a feeling we're in for some trouble tonight," the bard tells the others. "I spotted those three," she points carefully with her spoon toward Plugg, "conferring and having a laugh earlier today. Here they are again, thick as thieves, with Owlbear. It's giving me a nasty itch behind my horns." Threnody downs her rum, not even bothering to make any nasty faces at the brew like normal. "Based on some of the comments from the riggers, some look forward to it like Slippery Syl, maybe Maheem, but others maybe aren't so keen on whatever may be coming. But I'm sure they don't know anything more than we do."


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)]

Fort Save vs Addiction: 1d20 + 2 ⇒ (19) + 2 = 21

Muffin:
*Make yourself scarce*
*Something is going on*

"I could probably get some info out of Grok once dinner settles and festivities begin and people are idling around. I need to talk to her anyway..."

Recognizing a good idea when he sees it, Lee follows Thren's example and polishes off his meal and rum allocation without delay.


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]

Fort vs Addiction: 1d20 + 2 ⇒ (2) + 2 = 4

Oh good, some extra fun...

Threnody wrote:
It's giving me a nasty itch behind my horns.

With a friendly grin Lark interjects, ”I’ve got some lock picks that are good for hard to reach places.”

”I worked with Cogward today. He might get a kick out of whatever the officers are up to, but I bet he could be convinced there are better opportunities than staying with this crew. Speaking of that, maybe I’ll try for a quick follow-up.”

If Cog is not in a position for a quick word with Lark feel free to skip this and move on.

If Cog is nearby Lark will sidle up to him. Nodding toward the group of officers Lark says, ”This might be like we were talking about today. Something entertaining for one evening, but whatever happens, ask yourself if it benefits the ship or the crew in the long run.”


Forces of Nature Battlemap

Speaking of diseases, I realized I forgot to have Lee check in with Quarne this morning (I also had his heal check wrong because it's a class skill). Let's presume this happened.

Heal: 1d20 + 12 ⇒ (6) + 12 = 18

Lee, please make another DC 11 Fortitude save with a +4 to the check. If you succeed, you are free of filth fever, hooray! (2 saves to cure)

As for LARK, tomorrow Lark will wake up feeling a bit shaky (-2 Con penalty (but not damage)). The rum, he's certain, will make that go away. And, indeed, it will! Except that from now on, every time he drinks the Shackles Rum, it increases the Fort DC by +2 to resist addiction -- which is required to cure. Because you can easily find this in the Game Mastery Guide, meta-gamely we know that if you go without the addictive substance for one day, and then succeed on 2 consecutive saves (once per each day) vs the current DC vs addiction, you will be cured of it. In short, drinking more will temporarily negate the penalty, but also make it harder to quit, and quitting takes being sober (and lucky) for a few days. I encourage you of course to play this out more organically. :)

Will post in game post after I have some dinner. :)


Forces of Nature Battlemap

Saturday Night Fight Begins! Available night actions listed at the bottom.

Scourge enters the room, calling everyone to attention with his bosun’s whistle. He is followed by Mr. Plugg, Owlbear, and Riaris Krine. The general din in the room quiets as all look to the officers, wondering if someone is in trouble, or otherwise why the officers are here.

Plugg gives a grin. ”We were talking, and thought it’s been awhile since we’ve had some real proper entertainment. Now, you all know Owlbear.” Plugg claps the enormous, muscular man on the back, and Owlbear steps forward a little. ”I bought him from a fighting ring in Bloodcove, and he hasn’t had a good opportunity to exercise in awhile, have you, Owlbear?”

Owlbear shakes his head at Plugg, in only vague comprehension, and replies obediently, ”No, Mr. Plugg.”

”So, here’s what we will do.” Mr. Plugg tosses a sack at his feet. It opens partially to reveal a large number of gold coins. It is close enough to him and the other officers it would be unwise to pick it up, and no one does so. ”This contains one hundred gold. Whoever can beat Owlbear in a fair bare-knuckle brawl earns this kitty. You may also wager with one another on the outcome, if you like.

”This is BARE HANDS ONLY. Each round ends when someone is knocked out or yields, and as long as Owlbear remains standing, a new contender may challenge him. No weapons, no magic, no potions or alchemy--period. I don’t care if you claim it makes your hair shinier. If I catch you with anything of the sort, you’ll take six lashes with the whip. If you kill Owlbear or try, it’s 12 lashes with the cat--in addition to Harrigan’s punishment of keelhauling for murder.” He taps his cat’o’nine tails, with its barbed strands.

Scourge waves for a few others to help him clear out a “ring” in the middle of the floor and Owlbear takes his place in the center, waiting complacently with a blank expression on his face, as if this is something very routine for him. Plugg grabs a stool and sits on it, drinking from a flask and grinning ear to ear, obviously looking forward to this “show.”

The pouch of gold sits at his feet, and a large number of the crew eye it greedily. Notably, you see Fipps Chumlett practically drool as he sets his sights upon the money, and he cracks his knuckles in anticipation.

Rosie Cusswell also gazes on the money with longing--it would probably help her buy back her fiddle.

Quinn slides beside the three of you and whispers quietly, ”I know you were worried about what they were up to, but if this is it...? I'm not keen on this sort of 'sport' nor on entertaining Plugg... but on the other hand, Owlbear will live through this, and that's an awful lot of gold...” She looks conflicted.

Plugg looks around to the crew. ”Now, who’ll go first?”

Available actions: fight Owlbear, actively “onlook” (you watch the fight and get an opportunity to size up Owlbear, the crew fighting him, urge on/root for (or boo/discourage/demoralize) anyone participating, etc.), gamble (betting on the fight), or the usual influence, infiltrate, or steal. Any of you choosing to take second night actions can do so once the fight event is over.


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)]

Fort Save - Filth Fever: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Feeling saucy.


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

Night action: "onlook"
Thren whispers back to Quinn. "We could all use the coin, but I don't fight for the fun of it. And I don't want to get my horns beaten into my head either." The tiefling thinks for a moment. "Wouldn't hurt to get to see how good some of my shipmates are at fighting though, for down the road."


Forces of Nature Battlemap

"You may have a point regarding the beating, although I reckon smarts can be a more effective weapon against him than head bashing..." Sandara replies to Threnody. Notably she herself makes no particular move to volunteer.


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 didn't mean that literally!" Thren gives Sandara a light playful shove. "I just don't see this as a place where brains is going to beat brawn."


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 gambling that Lee is going to do is just a prop by which he will attempt to INFLUENCE Grok

Lee sidles over to where Grok is 'guarding' the rum and holds out his cup. Once full, he'll start in (being aware of observation and eavesdropping):
"Are you fighting or just watching? Because I think I know how, generally, to make 100 gold tonight..."

If that catches her interest, Lee will continue:
"Here," Lee says, laying a silver on the table. "Let's at least look like we are gambling while we talk. So, you know about how things go in fights. Someone gets lucky, tags the big man just right and he's going down, right? Is Plugg going to even chance something like that? So what advantage has he visited upon Owlbear? Something that is "no weapons, no magic, no potions or alchemy" because he won't want anyone calling 'foul'. And its something that he thinks can only be countered by weapons, magic, potions or alchemy."

Lee thinks for a second. "Can you cover me while I do something rash?" And with that he drops his cup and immediately Lee scrambles under the table to retrieve it.

Beneath The Table:
Wishing to remain undetected and using 'under the table time' to mask his actions, Lee will try to cast Detect Magic on himself and remain unobserved while doing so.
Stealth - Casting 'Detect Magic' Unobserved: 1d20 + 9 ⇒ (11) + 9 = 20
Please add or subtract based on environmental considerations (close quarters, chaos, concealment by the table, Grok's intimidating presence, etc).

Once that is done (and depending on his success), Lee will pop back up and rejoin Grok. "So, what do you think? I'm not tough enough to seal the deal, but you may be able to mix it up with Owlbear after he's been softened up some. We figure out what Plugg's advantage is, counter it without weapons, magic, potions or alchemy, and then split the prize?"

If she agrees to this, Grok and Lee will be embarking on what could be considered their 3rd conspiracy together (Finding decent drinks being #1 and the recovered hand axe being #2.) so it's probably past time for this...
Diplomacy - Influence Grok: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
...to take place. Please add or subtract from the roll based on Lee/Grok interaction in the past.

Lee continues: "So, I'm observant and, for some things, very observant. You know Plugg, right? Is he up to something? Will he try to cheat? Is there anything I should look for, specifically?"

Lee thinks for a bit. "I wonder what he gains from this? People don't do things for no reason. Is he showing the crew that Owlbear can beat a bunch of us up? Is he showing that he's unbeatable, and is using the cash as a way to lure victims to help demonstrate? I wish I knew..."


Forces of Nature Battlemap

Quinn shakes her head and replies to Threnody, "If you have something another opponent doesn't, then it's always an effective weapon."

=========

Grok, sitting on the steps to the cargo hold, stares at Lee as he begins pontificating on Plugg's motivations, then starts chuckling. "Oh kid, you overthink s&+~ way too much. I'm starting to figure out your story I think... overschooled rich kid, decided to run away to 'adventure on the high seas,' am I right?"

In spite of her ribbing she gazes at Lee fondly. "But Besmara bless you, you make me laugh, and I haven't done that on this ship in a long time. Have you looked at Owlbear? The way he's, oh, four feet taller than you? Half a head even on me? With fists larger than your head? What other advantage does he need?

"Plugg is doing this, because he likes using his 'pet', and he likes seeing people get beat up."

When Lee surreptitiously spends a minute or so "retrieving his cup" which seems to be doggedly getting away from him, he notes a number of minor magical auras emanating from officers and crew, which can be pinpointed to their equipment (for example, Plugg's weapons, Sandara Quinn's hat), but he spots nothing indicating unusual enhancements, and absolutely no magical auras from Owlbear himself.

She shakes her head. "While I could use a hundred gold, the challenge is for the crew, and I am an officer. Can't participate. I also know things the crew don't, like... "

She leans over and is about to whisper in Lee's ear...

But I am going to wait for Lark and see what other actions I need to resolve before continuing..."


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]

Night Action, Steal

Lark will wait for the fighting to start and then try to slip to lower deck to make a run at the crew lockers.


Forces of Nature Battlemap

I've not been very clear about this, but the way I've envisioned things is the stew is handed out on the mid-deck and then you go to the lower deck for rum and sleep, and I was having this take place on the lower deck -- not that this should stop Lark from the steal action, as all attention is going to be on the fight and this should be totally doable, but just FYI.

Lark: Please make a Stealth check. Are you aiming for any person's particular locker, or one at random? The DC for opening any locker is 15. You have time to try again multiple times.

Fipps Chumlett steps forward, "I'll have a go! I reckon I can beat down this half-wit." He steps in the "ring" area where Owlbear waits.

Others immediately start shouting, egging Fipps or Owlbear on, and placing bets with one another. It is loud and raucous and all eyes are on the fight. Plugg signals for them to begin.

Fipps Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Owlbear Initiative: 1d20 - 1 ⇒ (10) - 1 = 9

Though Fipps is not exactly agile looking, he easily moves in first before Owlbear even properly has taken a fighting stance, attempting an uppercut at the larger man.

Fipps Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Fipps Confirm: 1d20 + 3 ⇒ (6) + 3 = 9
Fipps Nonlethal Damage: 1d3 + 1 ⇒ (3) + 1 = 4

He manages to hit Owlbear squarely under the jaw, and Owlbear yawps in pain.

But he answers with a right hook.

Owlbear attack: 1d20 + 5 ⇒ (11) + 5 = 16
Owlbear Nonlethal Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Which likewise connects solidly with Fipp's face, doing immeasurably helpful work at making Fipps a more handsome man.

Threnody, DC 12 Perception:
You notice Owlbear was caught off guard by the leftward angle of Fipps' strike which is why he landed his hit so solidly. Owlbear in general seems to guard his left more than his right. Someone who feinted or aimed for his left side would probably have an advantage.

Owlbear is bruised but still ready to take more. Fipps looks like another hit, on the other hand, would knock him out. He seems to realize this as well, and backs down, to the boos and derision of his peers, several of whom force him to down several shots of rum as punishment as he goes to sit with them.

Quarne, looking on with distaste, is signaled to by Plugg, and he moves in to check Owlbear's jaw and teeth and be sure he is ready for the next match.

Quarne Treat Wounds: 1d20 + 12 ⇒ (4) + 12 = 16

He also checks on Fipps, although Plugg is less concerned about the state of the crew, it seems.

Rosie steps forward to volunteer, and Fipps even has the audacity in his defeated state to lead the laughs and jeers of the sheer stupidity of a halfling taking on the likes of Owlbear.

Lee:
As the fight begins, Grok whispers to Lee, "... Owlbear's blind in the left eye."

You realize she would NOT share this weakness of the watchstander unless she trusted you.

GM only:

Owlbear 2 nonlethal damage.

???: 1d20 + 1 - 3 ⇒ (15) + 1 - 3 = 13

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