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It takes a great deal of effort, but you are able to get yourselves and Rosie back aboard (with Chumtooth's assistance). Plugg doesn't miss a beat, cracking his cat over your heads and admonishing you to "get back to work!"
As dawn cracks the horizon, the storm begins to abate slightly, but the danger is far from over. Plugg assigns new tasks and pushes everyone to the brink of exhaustion.
Alwen and Chumtooth - Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 12 Profession (sailor) or Strength check. You must also make a DC 18 Constitution check to avoid being fatigued at the end of the shift.
Satinder - Lookout: A climb to the crow’s nest 60 feet up, requiring eight DC 12 Climb checks followed by a DC 12
Perception check. You must make a DC 18 Constitution check to avoid becoming fatigued at the end of your second shift.
Bangkha - Line Work: Hard work hoisting and lowering sails, requiring a DC 12 Profession (sailor) or Dexterity check. You must also make a DC 18 Constitution check to avoid being fatigued at the end of the shift.
Ayaki - Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring seven DC 12 Climb checks, followed by a DC 12 Profession (sailor) or Dexterity check. You must also make a DC 18 Constitution check to avoid being fatigued at the end of your shift.
Dantes - Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring four DC 12 Climb checks to reach the rigging 30 feet up, followed by a DC 12 Profession (sailor) or Dexterity check. You are also required to make a DC 18 Constitution check to avoid being fatigued at the end of the shift.
Alwen: 1d6 ⇒ 6
Satinder: 1d6 ⇒ 5
Chumtooth: 1d6 ⇒ 6
Bangkha: 1d6 ⇒ 2
Ayaki: 1d6 ⇒ 3
Dantes: 1d6 ⇒ 1

Chumtooth |

Profession: Sailor: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14 (working diligently)
Con Check: 1d20 + 3 ⇒ (14) + 3 = 17
The fierce wind ripping at the mainsail forces Chumtooth to expend every ounce of energy. He only barely manages to hold the lines.
By the end of the day he is breathing hard, and looking forward to his berth.
"This storm is the Blood Queen's ire," he growls under his breath.

Alwen Gaelarean |

Profession (Sailor): 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14 Working Diligently
Con Check: 1d20 ⇒ 18
"Hey, it could be worse," Alwen comments to the kuru with a grin. "Could've been you to get washed out there, you know. But I thank you for not leaving me out to dry - or rather, out to sea. You're not as terrible as you seem, Smiles."

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Ayaki - Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring seven DC 12 Climb checks, followed by a DC 12 Profession (sailor) or Dexterity check. You must also make a DC 18 Constitution check to avoid being fatigued at the end of your shift.
Climb Check 1: 1d20 + 1 ⇒ (10) + 1 = 11 10ft
Climb Check 2: 1d20 + 1 ⇒ (14) + 1 = 15 FallClimb Check 3: 1d20 + 1 ⇒ (1) + 1 = 2 Fall
Climb Check 4: 1d20 + 1 ⇒ (3) + 1 = 4 Fall
Climb Check 5: 1d20 + 1 ⇒ (6) + 1 = 7 Fall
Climb Check 6: 1d20 + 1 ⇒ (2) + 1 = 3 Fall
Climb Check 7: 1d20 + 1 ⇒ (14) + 1 = 15 10 ft
Dex Check: 1d20 + 1 ⇒ (12) + 1 = 13
Con Check 1: 1d20 + 1 ⇒ (6) + 1 = 7
The DICE HATE ME
Fort save: 1d20 + 1 ⇒ (6) + 1 = 7
At the end of this I just fall the 10ft down after trying for what seems like forever. I just give up and drop to the floor due to some illness. I lay yelling for healing
Help me please! I'm very ill I can not do anything like this please help me... *cough cough cough*

Bangkha |

"The sail goes up, the rope goes down," Bangkha mumbles to himself throughout the day. Though he is able to perform the tasks required of him well enough, his eyelids are constantly drooping, and as soon as the day comes to an end, he crawls off to bed with a very irritable cat.
Sailor: 1d20 + 7 ⇒ (9) + 7 = 16
Con: 1d20 + 2 ⇒ (6) + 2 = 8

Chumtooth |

"You know when you're happy and your lips curl upwards and you bare your teeth at the world? That's a smile," Alwen tells the kuru. "You have a very lovely one yourself."
"Chumtooth does this when he bites into fresh meat, and tastes warm blood pumping from a squealing, screaming Other. Haw haw hawww!"

Satinder Morne |

After getting back on the deck Satinder will check everyone is fine, before turning to Alwen an Chumtooth.
"Thanks for jumping in with me, I didn't think anyone would be foolish enough to copy that. And way to use your head and think about a rope.
Chumtooth, you were great and strong, much power in those arms."
She pats both guys on their backs before getting back to work.
---
climb 1: 1d20 + 7 ⇒ (18) + 7 = 25
climb 2: 1d20 + 7 ⇒ (16) + 7 = 23
climb 3: 1d20 + 7 ⇒ (12) + 7 = 19
climb 4: 1d20 + 7 ⇒ (6) + 7 = 13
climb 5: 1d20 + 7 ⇒ (12) + 7 = 19
climb 6: 1d20 + 7 ⇒ (19) + 7 = 26
climb 7: 1d20 + 7 ⇒ (8) + 7 = 15
climb 8 (fail): 1d20 + 7 ⇒ (1) + 7 = 8
climb 8 (fail): 1d20 + 7 ⇒ (3) + 7 = 10
climb 8 (ok): 1d20 + 7 ⇒ (5) + 7 = 12
---
perception: 1d20 + 6 ⇒ (6) + 6 = 12
fortitude: 1d20 + 2 ⇒ (18) + 2 = 20
The storm is less strong when Satinder gets into the rigging up to the crow's nest. She ties her hair together again, as the strong winds have already dried them well enough.
Despite the wind pulling very strongly at her near the top, she hangs on and waits for the right moment to continue climbing.
"I love being up here," she says to the wind and the rain that attack her face.
Wow, your racial trait is like the bigger brother of my trait.. Too bad I hadn't found that. :-(

Dantes Goldforge |

Climb check 1d20 + 0 ⇒ (4) + 0 = 4
Climb check 1d20 + 0 ⇒ (1) + 0 = 1
Climb check 1d20 + 0 ⇒ (4) + 0 = 4
Climb check 1d20 + 0 ⇒ (7) + 0 = 7
Climb check 1d20 + 0 ⇒ (17) + 0 = 17
Climb check 1d20 + 0 ⇒ (1) + 0 = 1 10' fall, damage 1d6 ⇒ 2
Climb check 1d20 + 0 ⇒ (20) + 0 = 20
Climb check 1d20 + 0 ⇒ (7) + 0 = 7 10' fall, damage 1d6 ⇒ 1
Climb check 1d20 + 0 ⇒ (9) + 0 = 9
Climb check 1d20 + 0 ⇒ (16) + 0 = 16
Climb check 1d20 + 0 ⇒ (4) + 0 = 4 10' fall, damage 1d6 ⇒ 1
Climb check 1d20 + 0 ⇒ (13) + 0 = 13
Climb check 1d20 + 0 ⇒ (11) + 0 = 11
Climb check 1d20 + 0 ⇒ (19) + 0 = 19
Climb check 1d20 + 0 ⇒ (19) + 0 = 19
Climb check 1d20 + 0 ⇒ (6) + 0 = 6 20' fall, damage 2d6 ⇒ (3, 3) = 6
Annnnnd... he's out!
At some point, they are going to have either stop assigning him rigging work, or just put him overboard and be done with it!
Maybe I should make a grippli empyreal sorcerer as a backup...

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Finally, the storm abates and the winds die down. Dantes will awake in his bunk the next morning. The rest of you are free to take nighttime actions. Don't forget your rum rations. I highly recommend sleep.

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Fort Save: 1d20 - 2 ⇒ (20) - 2 = 18
One down, one to go
---
The only thing I do today is try to find Sandra and get some healing done. I want to get over this sickness...

Dantes Goldforge |

Dantes stirs with aches in every muscle and bone, and swelling bruises making each movement stiff and difficult.
Forget the bloody captain, Dantes broods Plugg must pay, and pay with long suffering before his demise. Dantes starts to consider what spells he will need to develop to accomplish this.
Feeling centuries older than he actually is, Dantes makes his way slowly up to the deck to see what awaits him.

Chumtooth |

Worn out from the harsh winds, Chumtooth has no interest in.anything more than sleep.
He ditches his rum at the earliest opportunity.
Stealth check: 1d20 + 3 ⇒ (18) + 3 = 21
He heads to his bunk, glad that this day has passed.

Bangkha |

Rum Fort: 1d20 + 4 ⇒ (18) + 4 = 22
I don't think the other rolls are relevant since he's crashing immediately after guzzling down his ration.
Bangkha was bobbing and weaving before he drank the rum. On finishing it, he reels off to bed, head spinning. Anyone with the energy to laugh at him is welcome to do so.

Satinder Morne |


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Sandra helps out where she can, but she hasn't had any rest either, and does not have access to remove disease just yet. She can offer a cure light wounds to anyone in need.
CLW: 1d8 + 4 ⇒ (7) + 4 = 11
Even Sandra can't help with that Stealth roll, but fortunately, everyone else is far too tired to be watching you ditch the rum or even care, if they happen to witness it.
DAY TEN TASKS
Alwen - Lookout: A climb to the crow’s nest 60 feet up, requiring eight DC 10 Climb checks followed by a DC 10 Perception check.
Chumtooth - Man the Bilges: Vile and sweaty work cleaning out the
bilges, requiring a DC 12 Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Bangkha - Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid
being fatigued at the end of the shift.
Satinder and Ayaki - Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins, requiring a DC 10 Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in you being fatigued at the end of the shift. If you have the Run feat, you automatically succeed at this task.
Dantes - Bull Session: Drinking with Ambrose Kroop and listening to his stories. You must drink an additional rum ration, but is able to take an additional ship action during the day.
Alwen: 1d6 ⇒ 5
Chumtooth: 1d6 ⇒ 1
Bangkha: 1d6 ⇒ 4
Ayaki: 1d6 ⇒ 5
Satinder: 1d6 ⇒ 5
Dantes: 1d6 ⇒ 5

Dantes Goldforge |

When Sandra heals him yet again, Dantes will quietly say "Thank you kindly. Again. I don't know what a humble slave cook can offer you in gratitude, but let know any I will do what I can."
Extra rum ration 1d20 + 4 ⇒ (17) + 4 = 21
I'll post again (or edit this post) with his extra action as soon as I can.

Chumtooth |

Chumtooth growls as he wades down into the fetid water.
Str Check: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15 (working diligently)
Con Check: 1d20 + 3 ⇒ (14) + 3 = 17
With no one else present, and nothing else to do, he bends his back to getting the work done.
"Chumtooth will not be whipped like a dog," he grumbles to himself.

Bangkha |

Prof: 1d20 + 7 ⇒ (18) + 7 = 25
Con: 1d20 + 2 ⇒ (3) + 2 = 5
Diplomacy: 1d20 ⇒ 16
"The dragon comes out of the cave and chases the hobbit around the tower...." Bangkha yawns enormously.
"What, I'm tired, ok?" he says to Tilly, working beside him. "The hobbit puts on his ring, and the dragon goes back in the cave. See? A perfect bowline."

Satinder Morne |

"Looks like we will be working together, longnose. What do you say we see who can deliver the most messages the fastest?"
She jokingly pushes him out of the way when they receive their first messages.
Winner gets a kiss or sumfun, for giggles.
Con: 1d20 + 1 ⇒ (13) + 1 = 14

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Not that it makes any difference to me, but Ayaki is female. :P

Alwen Gaelarean |

Assuming that Alwen can take 10 since it's not stormy, he can succeed at all those climb check and the Perception check. Daytime Action: Influence.
The elf loves this duty. He wishes that he could take it every day, peering out at the sea from all directions. Still, he takes a short break to stretch his legs down on the deck, chatting up Shivikah while he does.
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Satinder Morne |

Oops, confused Ayaki and Alwen :)
Daytime action (I forgot)
Influence Barefoot Samms Toppin - Female human rigger (helpful)
1d20 + 2 ⇒ (5) + 2 = 7
---
I hope we can level soon, I want to put some points in diplomacy :D

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Acrobatic check: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25 working digigently
Bardic performance: 1d20 + 7 ⇒ (9) + 7 = 16
con check: 1d20 + 1 ⇒ (6) + 1 = 7
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
-------
Looks over at Satiner
You want to have a race eh? Okay!?! I'll bet you a romp around the hammock tonight that I'll win! If I win you and I my hammock tonight. If you win it's your choice
I start singing while I work focusing on Satiner
Hey Satiner, you best be ready for when I win tonight

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Waiting for Dantes to post his daytime action, then we'll move on.
Also, Satinder, Samms is already helpful and you can't improve on that condition, so who would you like to apply the roll to instead?

Dantes Goldforge |

Dantes will take advantage of the slow day to and explore part of the ship. I'm thinking the lockers if the officers are mostly up top.
Do we have a list of the major areas of the ship that can be explored?

Satinder Morne |

Sorry, thought that "helpful" came before "friendly", not after :)
I'll put it on "Shivikah - Female human swab (friendly)" then, not that it will do much good :)
Really need to level *cough* ;)
Satinder will take a good hard look at Ayaki.
"I don't know what you are into, but I have to admit I'm curious lady. You beat me, I owe you one, and I repeat, one kiss. You can choose how long it takes, but for more you'll have to beat me at more challenges."
Man, I misheard Plugg. Thought that handsome elven fella who jumped with me in the sea was coming to work with me.
Oh well, I can see where this takes me.
Does the crew know you area a Kitsune?
I would love to make a furry remark :P
AYAKI ROLLS...
Acrobatics: 5d20 + 4 + 4 + 4 + 4 + 4 ⇒ (15, 14, 12, 12, 9) + 4 + 4 + 4 + 4 + 4 = 82
SATINDER ROLLS...
Acrobatics: 5d20 + 6 + 6 + 6 + 6 + 6 ⇒ (20, 3, 13, 11, 10) + 6 + 6 + 6 + 6 + 6 = 87
HOLY CRAP THAT WAS CLOSE :D

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Well, the officer's quarters are well secured, as is the armory, the captain's quarters, the navigator's cabin, and a storage area (and you would not want to be caught in any of those areas).
The Middle Hold is mostly empty, save for a number of pigs.
The Galley is the domain of Ambrose Kroop, and he is almost always present here.
The Quartermaster's Store is very secure when Cutthroat Grok is not present, and she keeps a very vigilant eye when there. She tends to remain here when not at the evening meal or nighttime entertainment (or asleep in her bunk (she shares a cabin with Kroop, just off the galley)).
The Lower Hold is where the crew sleeps and the crew's lockers are kept (most are locked, and those that aren't are empty).
The Bilges are, well, no one in their right mind would go exploring there.

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not that it matters either way but I think to be partial that we should have the GM roll the 5 rolls just to keep it fair and honest!! NO ONES KNOWS THAT I AM A KITSUNE at this point

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I'm game.
1d20 + 4 + 1d20 + 4 + 1d20 + 4 + 1d20 + 4 + 1d20 + 4 ⇒ (6) + 4 + (7) + 4 + (6) + 4 + (5) + 4 + (7) + 4 = 51
1d20 + 6 + 1d20 + 6 + 1d20 + 6 + 1d20 + 6 + 1d20 + 6 ⇒ (8) + 6 + (8) + 6 + (13) + 6 + (10) + 6 + (17) + 6 = 86
And there you have it.

Satinder Morne |

At the end of the day, Satinder is worn out but very satisfied.
The illness from the last few days, and the weariness of working through the stormy night left no permanent physical or mental scarring.
When she was racing against Ayaki, she felt like when she was younger again: jumping over barrels, hanging from ropes and running around corners in the fastest way,...
"Nothing gets the heart pumping like that, does it Ayaki? I won, but you sure put up one hell of a fight. If it wasn't for this damned leg..."
She gives Ayaki one little kiss on the cheeck, a naughty wink and goes to find some food.
"Since I won Ayaki, I believe I will let you have my rum rations tonight? Seems fair?"

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Satinder's clumsy attempt at diplomacy actually worsens Shivikah's attitude, but the quick-thinking Alwen manages to sooth ruffled feathers, leaving her demeanor unchanged. On the other hand, Tilly is amused by Bangkha's little rhyme and actually smiles at the half-orc. Later, he overhears her using the same rhyme in her work. Tilly Brackett is now friendly!
Satinder Con check: 1d20 + 1 ⇒ (14) + 1 = 15
Dantes Fort save: 1d20 + 2 ⇒ (9) + 2 = 11
Dantes fatigue: 1d8 ⇒ 1
Ayaki and Bangkha are fatigued at the end of the day. Everyone else, while tired and sore, is good to go.

Chumtooth |

Chumtooth tromps up the stairs to the deck, sweat and bilge water dropping from his body.
He grabs a swab bucket and dumps it over his head and shoulders, shaking his tangled locks like a dog after a swim.
Dropping the bucket he immediately crosses the deck to the rum cask, fills his mug, and drinks deeply.
Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Charisma bonus: 1d4 ⇒ 1
Fatigued for: 1d8 ⇒ 2 hours
1 point of Con Damage
Grog still running down his chin, he seeks out the red-haired female Other called Sandara.
"Sandara must ask a boon of Chumtooth," he says in a grumbling irritated tone. "Do not think Chumtooth has forgotten."

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Stealth Check: 1d20 + 3 ⇒ (7) + 3 = 10
She gives Ayaki one little kiss on the cheek, a naughty wink and goes to find some food.
before anything else, I take a moment and cast a spell on myself
Eagle's Splendor (DC 14)
CHA = 18 now
being exhausted after that little contest with Satinder and losing poorly. she feels ashamed of herself. but she thinks that she can still manage a rumble in the sack tonight.
Shouting extremely loudly
Hey take a look at this Satinder! Since you won here is your prize
as quickly as she can she pulls off her shirt and tosses it along with her grog in to the ocean. then runs over to Satinder and gives her a huge hug and another kiss on the cheek. then walks away non-nonchalantly

Satinder Morne |

Satinder looks at Chum and Alwen, then at Ayaki leaving the deck.
"Anyone want to get lucky? I warmed her up for you...." before leaving to find an evening's worth of entertainment.

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Somehow, Ayaki seems more radiant and resplendent than any of you recall having seen her for some time.

Bangkha |

Bangkha watches the radiant Ayaki walking away appreciatively, though through eyes only half-open.
"I wouldn't mind taking a ... " he yawns so hugely that you wonder if he might be half snake, with a detachable jaw. "... a run at tha..." Another yawn. "that." He closes his eyes and smiles.
"Maybe tomorrow," he mumbles to the coil of rope he's leaning up against. A huge snore follows.

Chumtooth |

Chumtooth's eyes follow Ayaki with predatory focus. A long, deep rumble comes from his throat. He seems to be only just restraining himself.
"Others are soft. That one would not survive Chumtooth mounting. That one's flesh would yield to Chumtooth's hunger, and Chumtooth would die by rope-dragging beneath the water."
He grabs another swab bucket and dumps it over his head. He drops the empty bucket, shakes his wet hair and exhales loudly.

Satinder Morne |

"You're all a bunch of pussies!" Satinder says while laughing like a big sister who just saw one of her brothers fall face down in the mud.
"If I had a mast... haha
Well, I don't think this was the last time she'll overheat in the sun, so you'll get your chance Bangkha." she says after nudging him awake with an elbow in his ribs.
After this she turns to Chumtooth, smiling.
"Perhaps you need to learn some techniques to pace yourself. Or... or a woman that is of stronger build, better at fighting back."
While walking away from Chumtooth, she rolls up her sleeves and whispers to 'herself' something about going to look for someone worthy to armwrestle against.

Alwen Gaelarean |

Stealth Check: 1d20 + 7 ⇒ (9) + 7 = 16
After casually slipping his rum off the side and spotting a shirtless Ayaki flirting with Satinder, he grins a bit, giving Satinder a wink before following the swab down below deck.
"You know, I grew up in a Calistrian temple. I picked up quite a lot there. How would you like to find out for yourself?" He asks her.
And fade to black should she agree. Keep things PG-13.

Satinder Morne |

"I'm sure they taught you very well.." Satinder shouts as Alwen goes down (wink) below deck.
After he is gone, she adds: "Washing the dirty clothes, sweeping the floor, cleaning the gutters, doing the dishes and getting groceries."

Bangkha |

"She's only a woman, and it's not as if she's going anywhere," Bangkha says to Satinder. His eyes take in the seas around them, apparently endless. Then he shifts against his coil of rope and closes his eyes. "Next time you wake me, make sure it is for something important."

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Go ahead and post any nighttime actions you wish to take; I'm going to shift to the next day to keep the story moving.
Day eleven begins in the usual manner. You are awakened at dawn to the now-familiar crack of Scourge's whip, followed by task assignments. You carry on with your assigned tasks in routine fashion, until about noon, when Plugg summons all of you (and Sandra) on deck. At his feet lie four crab pots.
"Cap'n wants fresh crab fer dinner," Plugg growls. He points to a reef lying some 200 feet north of the ship. "Yer to swim out to the reef, fill the pots, and swim back. Shouldn't take ya more than two hours. Get a move on!"
The waters are calm, and you can take 10 to swim out. You can easily see 100 feet down into the water, straight to the bottom. You approach a magnificent coral reef measuring approximately 100 yards square, lying between 5 and 30 feet below the surface. Many crabs inhabit the reef, and each round, each of you can make a DC 10 Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim own and catch the crab. Four crabs are required to fill a pot. You may not take 10 on these checks (since that represents taking 10 times as long and you don't have that much time).

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NO night time actions for me
----
Day 11: Crab fishing
Diplomacy check: 1d20 + 8 ⇒ (20) + 8 = 28
I look at Plugg when I get that order and I look at the rest of the crew..
Plugg Sir, I would be faster for us and it would make the capt happier if we were able to get back to our jobs quicker as well, sir. can we use a rowboat to get out there to place the crabs in for the capt sir?

Satinder Morne |

Well, since Alwen followed you down, you *might* have had some action at night ;)
DM: Any idea how many checks or rounds we are allowed to try?
> Swim down: 1d20 + 7 ⇒ (17) + 7 = 24
> Swim down: 1d20 + 7 ⇒ (2) + 7 = 9
> Swim down: 1d20 + 7 ⇒ (18) + 7 = 25
> Swim down: 1d20 + 7 ⇒ (2) + 7 = 9
> Swim down: 1d20 + 7 ⇒ (14) + 7 = 21
> Swim down: 1d20 + 7 ⇒ (17) + 7 = 24
Would have been faster if I hadn't rolled those 2's :p
Satinder is not waiting for Ayaki to try and secure a ship. She takes the bucket, jumps in the water and on the way down shouts:
"Alwen, you coming?"
When getting to the spot, she loses no time and starts diving down immediately. When she has the four required, she will see if the others are having problems before returning to the ship.

Bangkha |

Bangkha spends the evening curled up sleeping with his coil of rope, until someone wakes him to go below decks.
He isn't the world's best swimmer, but he's strong, and manages to keep his head above water on the way out to the reef.
Perc: 1d20 + 7 ⇒ (5) + 7 = 12
Swim: 1d20 + 4 ⇒ (13) + 4 = 17
CRAB!
Perc: 1d20 + 7 ⇒ (18) + 7 = 25
Swim: 1d20 + 4 ⇒ (20) + 4 = 24
CRAB!
Perc: 1d20 + 7 ⇒ (11) + 7 = 18
Swim: 1d20 + 4 ⇒ (10) + 4 = 14
CRAB!
Perc: 1d20 + 7 ⇒ (19) + 7 = 26
Swim: 1d20 + 4 ⇒ (2) + 4 = 6
Round 5 Swim to not drown: 1d20 + 4 ⇒ (20) + 4 = 24
Perc: 1d20 + 7 ⇒ (17) + 7 = 24
Swim: 1d20 + 4 ⇒ (6) + 4 = 10
CRAB!
Perc: 1d20 + 7 ⇒ (4) + 7 = 11
Swim: 1d20 + 4 ⇒ (12) + 4 = 16
CRAB!
Perc: 1d20 + 7 ⇒ (16) + 7 = 23
Swim: 1d20 + 4 ⇒ (2) + 4 = 6
Round 9 Swim to not drown: 1d20 + 4 ⇒ (18) + 4 = 22

Chumtooth |

Chumtooth looks around for a rack of belaying coins on the reef-side of the ship.
Chumtooth picks up one of the crab pots and walks to the side of the ship. As he climbs over the gunnal, he grabs a belaying pin from one of the racks. Without waiting for a reaction, he jumps overboard.
Upon resurfacing, he secures the pin in his teeth, and begins a slow, steady swim out to the reef.
(Take 10 +3 Str = 13)
When he reaches the reef, he sets the crab pot down, and tucks the pin securely into the waistband of his loincloth.
He sets to diving:
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Swim: 1d20 + 3 ⇒ (10) + 3 = 13
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Swim: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Swim: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Swim: 1d20 + 3 ⇒ (18) + 3 = 21
Frustrated with his inability to catch anything, Chumtooth climbs up on the reef and sits by the empty crab pot.
Holding the belaying pin, he smacks it against the coral.
"Chumtooth will watch for sharks," he grumbles.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17