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If no one has started pulling Carrel up, yet, he's technically still swimming, so he'll try to rescue Saya . . ..
Swim: 1d20 - 3 ⇒ (12) - 3 = 9
He doesn't manage to head in her direction, though, and he starts to go under again himself, though secured in the bowline.

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Carrel begins working his way up the rope, trying to return to a place where breathing won't kill you . . ..
Climb: 1d20 - 2 ⇒ (2) - 2 = 0
:facepalm: Well, at least the bowline should keep things form continuing to deteriorate . . ..

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If Saya makes an aid another at the bottom, and Yumiki makes one at the top, then Carrel can take ten. The rope means he can’t fall, just be delayed. As such, can we just hand wave this? Or should Saya just make aid another climb checks until she passes, and then Yumiki do the same?

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Mivvy waves airily toward Yumiki, "Lady Yumiki of Durandasha and her entourage are making a tour of the port. Someone" Mivvy rolls her eyes, so that the crew can see but not her companions, "decided that it would be a good idea if the noble lady got a look at how things are really done."
She turns and makes a small curtsey to Yumiki, "M'lady, did you want to meet the captain?"

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"I'm here t-to check-k the papers. See the numbers d-d-dance. Hear them --sing." Carrel seems to have suddenly acquired a stutter. He keeps his wet head bowed and doesn't look anyone in the eyes.

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Excellent, make sure your captain brings the manifest, then we can be upon our way.”
It’s been a while: do we need to link this boat to the slaves? Or something else?

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Mivvy earned that wayfinder by slaying a minotaur. You better believe that she hangs that sweet thing from her belt. It's got her name and the date of her confirmation inscribed on it!

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Saya's a bit more circumspect about her pathfinder insignia, keeping it on loop of thin leather around her neck, usually tucked into her tunic to avoid unwanted detection...
Having run as much water out of her clothes as she could, Saya stood with the others, "Yes, bring the captain..."

ScorchedOne |

The captain arrives from the lower decks and looking at you doesn't seem too impressed. Noticing the wayfinder hanging from Mivvy's belt, speaks to one of her gnoll crew members, who promptly lays below.
"So what brings illustrious ladies to my boat? The Kat Season is not a tourist vessel, and I didn't consent to a visit."

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Noticing where the captain looked, and figuring the man sent below was a bad sign, Yumiki decided something closer to honesty with the captain was a better idea, "We're here for some discreet business. Perhaps you have somewhere more private to discuss things further?"

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"Well, off this boat isn't a good place for talking business, especially if we want to keep the authorities out of it. Someone has been using you to move bad goods, the kind that tends to result in 'assassins' and 'strange disappearances.' So you're going give me info, and then I'll head off to find who all needs to have some assassins chasing them around." Yumiki states calmly and yet makes it quite plain that the captain's choice is between cooperation, or a reputation that gets smugglers and thieves killed, and that Yumiki is certainly good for starting the killing.

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Yumiki moves up to the captain, "So you would rather die than reveal who screwed you over? That's some strong loyalty you have. Honestly though, why do you see us as an enemy? I came to talk business, your kind of business. Nothing more."
Yumiki is expecting either fire, or an explosion. In either case, she'll try to grab the captain and jump off the ship with her the instant something of any sort happens.

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"If we're going to go that way, then, we should be more open and honest, shouldn't we?" Carrel loses the stutter and puts his own hand on the pommel of his blade. "You have sold slaves which were planted spies. One of your devoted customers is confident you were played in order to make that happen. Honestly, I don't care if you were played or playing. We're supposed to discuss what happened and try to find a resolution which makes everyone happy."
Bluff: 1d20 + 7 ⇒ (15) + 7 = 22
Since I know we're suppose to make him very unhappy before we are done, I figure bluff is appropriate.

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The fire is probably the ship's records. Sorry, if the characters had discussed it earlier, Mivvy would have stowed the wayfinder but I specifically described her being proud, showing it off and wearing it on her belt in this very gameplay thread when she got it.

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"Oh dear, you seem to be all at sea don't you."
Mivvy draws her sword, "Stand aside, or I'll put you down."
Her grin broadens; her eyes flash with excitement.

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Whoops....sorry, totally forgot about this....ScorchedOne, I might suggest, in the interest of keeping things moving and not waiting on us, for you to roll everyone's initiative. I've seen it work quite well in other campaigns...
Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

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Uh, yea. I didn't realize we were supposed to roll initiative. Never seen that on pbp before. In fact, I've only seen one gm actually use initiative as per the tt, on pbp, and that gm rolled for everyone and called upon who was next. Personally, that style is very slow. Block initiative (all players go in whatever order they can post, then all monsters go) is by far way better and faster for pbp. If you're worried about this being PFS, don't be. All the pbp pfs games I've been in used block initiative.
1d20 + 3 ⇒ (20) + 3 = 23

ScorchedOne |

The first mate steps up to defend his captain, drawing his greatsword and striking out at Lady Yumiki.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 4d6 + 8 ⇒ (4, 2, 2, 5) + 8 = 21
The blade strikes a vital area, blood spurting from Lady Yumiki as she falls to the ground.
Orc
Yumiki
Saya
Carrel Bold may act.
Captain
Gnoll
Mivvy

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Round 1
Saya's eyes widen as Yumiki is brought down in a spray of blood.
Recognizing the danger the first mate poses to each of them, she aims for his heart....
Arrow 1: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Arrow 2: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

ScorchedOne |

Botting Carrel as it has been two days.
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 ⇒ 1
Carrel lands a glancing blow on the first mate, while an arrow from Saya pierces him well! He still looks okay, but definitely aggrieved. The captain draws a pair of kukris and steps up to challenge Carrel also, trying to cut off his potential egress.
The gnoll draws a longbow and fires at Mivvy.
Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d8 ⇒ 6
This arrow similarly sticks into Mivvy, but with not quite the force of Saya's arrow.
Orc
Yumiki
Saya
Carrel
Captain
Gnoll Bold may act.
Mivvy

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Mivvy steps up to the brute who struck down Yumiki.
rapier attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d6 + 4 ⇒ (3) + 4 = 7
Mivvy will parry and riposte if attacked in melee.