| GM Piratey Steve |
so I am a little confused by her arrangement, is she hanging upside down? or chained to a wall?
Normally, prisoners are hung by their wrists from manacles attached by chains to the hull. Sandara's got a regular set of manacles binding her wrists behind her back and is hanging upside down by her ankles from a set of wall manacles-and-chains.
Also Vincent, you don't need to make any more Diplomacy checks, so you still have creative manipulator for later.
Night 7: The Wormwood
"I'm not sure what it was," Sandara replies to Vincent's question. "Couldn't see it in the dark...but it felt like a rat when it climbed onto my foot and bit me...but it could TALK! Please get me out of here!"
| Vincent Cahaihnes |
thanks, I'm getting a feeling that i'll need to make a really good lie later, and at that mention of a were-rat. shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiips suck. man this ship bites
in reply to Sandra's pleas Vincent calmly and soothingly says "we will, and if we can't we aren't going to leave you alone down here. Aghon you're a carpenter you may not be able to break the chains but could you unbolt them from the wall? Sandra what did the rat thing say? and what exactly happened?"
| GM Piratey Steve |
Night 7: Banter in thee Bilges
Sandara's eyes widen and her mouth closes reflexively at Vincent's latest questions. After steeling her resolve, perhaps, Sandara again speaks hesitantly.
"Fipps and I were workin' the bilges this mornin'," she begins. "Maybe mid-afternoon, the trapdoor opened an' Scourge an' Plugg came down the ladder. I suspected somethin' was up, but when I faced Plugg an' Scourge, Fipps grabbed me from behind in a bearhug, then he an' Scourge pinned me while Plugg locked me wrists in these damned bracelets I be wearin'! They interrogated me about the rum.... I'm sorry, but I broke eventually...told 'em that Aghon here an' Banner had talked about neutralizin' the rum in Grok's store. Wish I coulda held out...not sure what came over me. Anyhow, afterward they hung me by me ankles. The rat or whatever came just a few minutes ago. You sure it ain't in here now?"
There is no sign of anything else in the bilges, at least at a quick glance.
| GM Piratey Steve |
oh yeah, perception is a thing we should do
Vincent doesn't see anything lurking in the shadows, but he does notice some bloody tracks on the soles of Sandara's feet. They look like rat tracks, although vaguely humanoid at the same time. They're a bit smaller than what the Peril rats you killed earlier would make.
Vincent: Please make a Knowledge (arcana) check.
| GM Piratey Steve |
I am in fact trained in that
Which is precisely why I asked you to make a check but not Aghon. :)
You've heard tales of small magical beasts called ratlings that often dwell in seaports. They're mostly ratlike in form, though their claws are more like hands and their faces are sort of humanoid (if ugly). The things love magic (scrolls especially) and have some spell-like abilities. They also sometimes serve spellcasters as special familiars.
Normally, a ratling would be about the size of one of the Peril rats you killed; perhaps you and the Wormwood's crew face a juvenile one? Upon further thought...ratlings often breed with normal and dire rats. Perhaps the species known as Peril rats is the offspring of a ratling and an oversized normal rat.
| Vincent Cahaihnes |
holy crap this is a match made in heaven for any spell caster an am now really excited, but will try to make vincent more calm
"no it's not here anymore Sandra, and I think I know what it is, so wizards often have familiars, they are basically intelligent pets that help them cast and store spells and are normally things like dog's, cat's, and other things like that. well theres a special kind called ratlings, they're kinda like rats the size of gnomes but not as attractive. they also really love magical things but that's besides the point, maybe the ship accidentally took one aboard, so I mean if there's any silver lining it wasn't a were-rat that bit you"
could is a ratling magical enough for me cast detect magic and try to sense through a spellcraft check? and do I have any idea of what kind of magical abilities they normally have?
| GM Piratey Steve |
could is a ratling magical enough for me cast detect magic and try to sense through a spellcraft check? and do I have any idea of what kind of magical abilities they normally have?
Oops--probably should've mentioned that the critters are also usually chaotic evil in alignment.
Detect magic would only work if the ratling had a spell or spell-like ability currently up and running; then it would be subject to the spell. As for magical abilities...you know it has some sort of fear-inducing spell, can apparently talk with normal rats (from the way it set up the earlier ambush in the bilges), and likely has some spell that helps it hide (invisibility, perhaps?). It may have others of which you're unaware.
| GM Piratey Steve |
Night 7: The Wormwood
Vincent casts detect magic and scans the bilges. Though there's no sign of any ratling or other creature, the shackles binding Sandara's wrists radiate faint enchantment magic. Also, there's a dim lingering radiation of transmutation near the dangling priestess's injured foot.
And I'm out for today. Back tomorrow morning.
| Aghon |
Aghon summons another two waves of healing magic just to be sure, and examines the manacles and chains, specifically how they are bolted to the wall.
Channel Energy: 1d6 + 1 ⇒ (1) + 1 = 2
Channel Energy: 1d6 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Craft Carpentry Check: 1d20 + 4 ⇒ (10) + 4 = 14
I don't think we've got the stuff to get these manacles and chains undone. More than likely we need Banner, but getting him down here now might not be that easy. I mean, we've both already labeled ourselves as mutinous, not sure who else is going to be willing to brand themselves with that label.
| Jordan Bain |
"We need to figure out who'll stand with us," Jordan says. "Scourge and his cronies keep us apart, they can pick us off, but I think we should turn the tables." Looking around to make sure no one is listening in, Jordan continues. "We've a storm brewing. Tonight folks'll be tired, needin' their sleep, so we'll need to move quickly and quietly." Pausing for a second, Jordan thinks. "We don't want to be outright killing folks, but we'll need a place to stick'em. First thing we do after folks go to sleep is take the hold and get Vincent, Aghon, and Red out. Whoever's guarding gets tossed in."
Jordan starts doing some math on his hands as he starts listing out who he thinks will stand with the rebellious crew.
"We need to catch Scrouge and them off guard, so we should wake and arm our folks in the night, catch Scourge's rats while they're sleeping and toss'em in the bilges." Jordan says. "All we need is some gear for our folks in case someone puts up a fight, and something big and heavy for Culder to swing."
The basis of the plan is to get Aghon, Vincent, and Red out of the bilges, our folks up in the night while everyone else is asleep, arm them, and take everyone else out of the fight as quickly and quietly as possible (preferably one by one). That way, hopefully, we can gang up on Scourge, take him out, and go from there.
If Culder or Jarvis happens to come in to the room, they will be included in this plan.
| GM Piratey Steve |
Night 7: The Wormwood
In the bilges/brig, Aghon and Vincent realize they'll likely need a crowbar and a lot of elbow grease to get the manacle chains out of the hull wall. Keys would be the easier solution.
***********************************************
In the galley, Cut-Throat Grok reaches for her greataxe as Banner makes his speech.
"That be mutinous talk, that be!" she says as she threatens the cook's mate with her weapon.
"Calm down, Grok," Ambrose Kroop intervenes with a belch. "The boy's just a bit worked up...not thinkin' straight. Give 'im a minute an' he'll see all the flaws in his plan an' cool off. I mean, even if they removed Scourge an' Plugg--no great loss there--they'd still have the Captain to deal with...an' his Lady Mage...an' the master gunner an' her mate...an' the rest o' the officers...an' sail night an' day through a storm shorthanded with no real cap'n or navigator. The lad was just lettin' off some steam...weren't ye, Banner?"
************************************************
In the lower hold, some members of the crew stare aghast as Aghon and then Vincent defy Scourge's decree and enter the bilges. The two lesser officers--Kipper and Salt--quietly debate the matter briefly. Then the gnome orders Barefoot Samms Toppin to go fetch Scourge and Plugg while Kipper approaches the trap door to the bilges and pulls it open. Toppin doesn't look pleased but obeys orders and mounts the stairs, heading topside.
| Jordan Bain |
Jordan sits down, surprised at the threat form Grok and overwhelmed by the information from Ambrose. Sitting there, Jordan thought about what it would mean, in the eyes of the rest of the crew, for an outright mutiny. Ambrose made sense too, there were more officers on this ship than he'd met or thought about.
"I just..." he starts, then stops. "I just want to find my sister," Jordan says, suddenly tired. Reaching for a glass, Jordan tells Grok and Kroop how his sister was taken and how he came to Crescent Harbor (leaving out the bit about being a pirate hunter).
"An' I had a real good lead," Jordan said. "Was going to find a ship heading my way, but now I can't. I'm stuck here till who knows when, going who knows where."
| Vincent Cahaihnes |
vincent will do a quick spell craft check to try and identify the transmutation spell near Sandra feet.
Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
while doing this he talks to Aghon in an absent minded way "Hey Aghon, you know how to breath underwater?"
| GM Piratey Steve |
Night 7: The Wormwood
"Ah...dunno what ta tell ye, lad," Kroop says, laying a hand on his apprentice's shoulder. "Just hang in as best ye can. Not sure when or where we'll next put into port, but maybe ye can walk away or slip away there an' be back on the trail o' yer missin' sister. 'Til then, though, ye'd best not go antagonizin' Plugg an' Scourge further. It be a small ship, an' the most likely way off it at this point be gettin' yerself killed an' fed to the sharks."
*****************************************
Vincent: I believe you have to see a spell cast to be able to ID it; you can only detect that a spell seems to have been cast near Sandara's foot recently (in the last few minutes).
That's probably it for today. Unless I have no energy, I'm gonna try to push things along more aggressively tomorrow. I won't be able to post from Saturday afternoon through Tuesday late morning. Happy unofficial last weekend of summer everyone.
| Vincent Cahaihnes |
ok, from my understanding of spell craft I can identify the properties of a magic item as long as I have detect magic running, but I guess it doesn't mater since the dc for it is 15+ the items caster lvl... so just ignore me
| Culder 'the Captain' Hargraves |
my brain is still hazy from the drugs so I'm not entirely sure how timelines match up or anything...
this bilge rat mus' be mad iffin he thinks anyone's gonna fess up with an offer like that...
Culder shakes his head and wanders below looking for a dry place to eat with his associates.
where I go from here depends on who/what I find when I get down there...
| GM Piratey Steve |
ok, from my understanding of spell craft I can identify the properties of a magic item as long as I have detect magic running, but I guess it doesn't mater since the dc for it is 15+ the items caster lvl... so just ignore me
Sorry, my brain has a tendency to be one-track: I saw your check was to ID the aura near Sandara's feet and totally forgot about the magic shackles.
Give me another Spellcraft check.
*******************************************************************
where I go from here depends on who/what I find when I get down there
Barefoot Samms likely passes you on the stairs, headed for the main deck and Scourge. Most of the crew are gathering in the middle and lower decks to eat and drink out of the rain. The other PCs are in the lower deck (and bilges) currently.
| GM Piratey Steve |
Night 7: The Wormwood
Down in the bilges, Aghon, Vincent, and Sandara hear the trapdoor open again, and a moment later the lanky gunner's mate Kipper drops down more gracefully than Aghon managed previously. "What's goin' on down here?" he demands. Seeing the blood stains running the length of Sandara's dangling form, he adds, "And what happened to her?"
*******************************************************
One deck above, Syl Lonegan and Aretta Bansion begin telling anyone who'll listen that Sandara Quinn has been locked in the bilges for tampering with the ship's rum rations and that the two who jumped in earlier to help her are likely her accomplices, along with the new cook's mate. She claims that most of the crew feels under the weather because the rum's been so watered down that it hardly has any alcohol content now, and as a result everyone's suffering from withdrawal.
"Plus, the stuff tastes like kraken piss now!" Aretta chips in helpfully. Several members of the crew nod their heads in a measure of agreement with the women's accusations.
Kipper Acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26
Aretta Bluff (Aid Another): 1d20 + 1 ⇒ (14) + 1 = 15
Syl Bluff: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
| Jordan Bain |
Night 7: The Wormwood
One deck above, Syl Lonegan and Aretta Bansion begin telling anyone who'll listen that Sandara Quinn has been locked in the bilges for tampering with the ship's rum rations and that the two who jumped in earlier to help her are likely her accomplices, along with the new cook's mate. She claims that most of the crew feels under the weather because the rum's been so watered down that it hardly has any alcohol content now, and as a result everyone's suffering from withdrawal.
"Plus, the stuff tastes like kraken piss now!" Aretta chips in helpfully. Several members of the crew nod their heads in a measure of agreement with the women's accusations.
The inner layout of the ship, but it doesn't seem to be extremely large. Is this something anyone below decks will hear?"
| Aghon |
With nothing conceivably helpful at the moment to do, Aghon does his best to lift Sandara's torso up so that at least she can get her bearings, and have the blood stop rushing to her head.
Take 20 on a STR check: 20 + 1 = 21
Here now, let's at least keep you from passing out from the blood welling up in your skull.
| GM Piratey Steve |
The inner layout of the ship, but it doesn't seem to be extremely large. Is this something anyone below decks will hear?"
Syl's shouting so all the crew on the lower deck will hear her, so let's say that Jordan in the galley can barely hear someone shouting but can't make out the words.
| Jordan Bain |
"As y'say," Jordan mutters. Standing to leave, he heads towards the deck. Raining it was, some fresh air would still feel good. Stopping in the doorway, he turns back to his friends. "For what it's worth," Jordan says, "Thanks for doing your best to keep me out of trouble. Both of you. I'm sorry I didn't listen as well before." With that, Jordan heads out into the night. After getting his head cleared, and getting soaked, he heads towards his hammock for a night's rest.
| GM Piratey Steve |
Night 7: The Wormwood
Kipper actually helps Aghon and Vincent calm Sandara down; he admits he heard her screaming before Aghon jumped into the brig but figured she was just looking for help or attention...not actually in danger or under attack.
Scourge and Plugg arrive a few minutes later, the former demanding to know what the hell is going on. When Sandara mentions her sharp-toothed visitor, Scourge is highly skeptical until he's shown the strange bloody prints on the cleric of Besmara's feet. Even then, he's not very sympathetic.
"Yer bein' punished, Red! This ain't supposed to be comfy fer yer highness!"
Sandara begs Scourge to release her, saying she won't step out of line again. Scourge cackles wickedly and says, "Deal! Yer mine now, Red. When I say 'Jump,' you say either 'How high, sir?' or 'Over the railing?', understood?"
Sandara gives a sigh of defeat and agrees to his terms. Scourge produces a key and loosens Sandara's ankles from the wall manacles while Plugg unfastens and stows away the magical shackles that held her wrists.
"You two will be dealt with after the storm abates," Scourge promises Aghon and Vincent.
************************************************
Later that night, Jarvis tries to strike up a conversation with Maheem. The big Radahoumi man is with his woman, Shivikah, who is much less indifferent toward the halfling rigger. Nonetheless, Jarvis manages to further befriend the man, who confides a great secret to him: Shivikah has a terminal disease and will likely die soon unless she receives a remove disease spell. He begs Jarvis to ask Aghon if he's able to cast the spell or knows some other priest powerful enough to do so.
| Vincent Cahaihnes |
ok here goes the spellcraft
more spelling: 1d20 + 6 ⇒ (11) + 6 = 17
and vincent is probably going to be sassy
as scourge promises to punish Aghon and Vincent Vincent shrugs"Fine enough with me I assume you'll let the captain know you've let a murderous creature run wild on the ship as well right?"
| Jarvis X. Crookrows |
Tried posting this from my phone last night, but apparently, Paizo hates me.
Aye, I can ask the man, but I won't be making promises on his services. That said, I'll do my level best to make sure the priest knows the urgency. It may take a day or two to bear any fruit, if she can hold out that long. Jarvis says quietly, as he finishes up his food.
Content with his evening's endeavors, he retires to his hammock, desperate to ride out the storm.
| Culder 'the Captain' Hargraves |
When Scourge and Plugg walk by, Culder follows behind them. When they climb down into the forbidden area he stops at the top of the ladder to watch and listen.
| GM Piratey Steve |
Night 7: The Wormwood
Scourge scowls when Vincent talks back to him. After a few seconds, a light goes on in his head. "This be the first I heard o' this predator on the Wormwood...but ye knew it was about, didn'cha? Ye and yer chummers saw it when ye killed them big rats what attacked Tilly down here, eh? Yet ye failed to report it to a ship's officer. Lads, ye're diggin' yer graves deeper an' deeper. There'll be a reckonin' soon enough, I'm thinkin'...."
Slippers: 4d6 - 1 ⇒ (5, 5, 6, 1) - 1 = 16
Scourge Thinky: 1d20 + 1 ⇒ (17) + 1 = 18
And that's it for Night 7 for me. If anyone has more Night 7 stuff to do, please label it as such when you post. Otherwise...on to Day 8 (The Storm).
| GM Piratey Steve |
Day 8: The Wormwood’s Main Deck
The ship’s bell sounds all too early, and a shipful of tired and cranky pirates roll out of their hammocks after a night of rolling seas that made sleeping an iffy proposition at best. The crew is given a larger-than-normal bowl of some gruel and a pair of rocklike biscuits that soften quickly when exposed to the driving rain. It appears the Wormwood and its crew are in the heart of the storm now.
”It’s gonna be a long day, lads an’ ladies,” Plugg yells over the howling wind. ”Pace yerselves but don’t go a-slackin’ off. We’ll be needin’ every one o’ you sorry souls to work the riggin’ today. My people will take the duties highest in the ropes; Scourge will assign other duties to you miserable swabs.” Turning to Jordan, Plugg grins maliciously and adds, ”Yer a swab-turned-rigger this day, Stewboy! Scourge’ll give you yer orders an’ will be keepin’ a close eye on ye!”
Scourge steps in with a pep talk that’s more of a litany of threats and impending punishments for those who slack or perform poorly this day. When he’s done, Plugg again speaks up. ”Screw up an’ ye’ll be whipped on the morrow for sure, but think on this: Ye’ve a clean slate this day. Do well an’ mayhaps yer past indiscretions will be forgiven. Now get to yer stations an’ show this blowhard storm the backbone of Shackles pirates! Argh!!”
Day 8 Job: 1d6 ⇒ 4
Day #8 Job: Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
NOTE: With the day’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Co-Workers (2): “Barefoot” Samms Toppin, “Ratline” Rattsberger.
The ugly halfling Rattsberger struggles all day, doing subpar work in the trying conditions.
Day 8 Job: 1d6 ⇒ 6
Day #8 Job: Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.
NOTE: With the day’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Co-Worker (Day): Tam “Narwhal” Tate
Day 8 Job: 1d6 ⇒ 5
Day #8 Job: Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
NOTE: With the day’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Co-Workers (4): Rosie Cusswell, Jack Scrimshaw, Shivikah, Jordan.
Day 8 Job: 1d6 ⇒ 3
Day #8 Job: Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
NOTE: With the day’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Co-Workers (3): Sandara Quinn, Crimson Cogward, Aretta Bansion.
Sandara's quiet and grim all day. As the day rolls on, she shows signs of growing fatigued.
Day 8 Job: 1d6 ⇒ 3
Day #8 Job: Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
NOTE: With the day’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Co-Workers (4): Shivikah, Rosie Cusswell, Jack Scrimshaw, Aghon.
Extra Rolls: 3d6 ⇒ (3, 3, 5) = 11
Make your Daytime Actions and your rolls, but be aware that all of the other crew are choosing to work diligently this day. There will be an additional encounter during the day, so if you have a job that might make you fatigued (I believe only Vincent got one of those), this coming encounter happens before you become fatigued.
| Aghon |
Aghon does his best to accomplish the day's task, but early on in the day he takes a moment to cast read weather to determine if he can get a good read on when the storm might pass. He also takes every opportunity to communicate, albeit with nods and hand gestures, with his, by now, good friend, Jordan.
I'm guessing taking a full minute to cast a spell is going to count as shirking. So I'll be subtracting 4 from his profession sailor roll.
Profession Sailor: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
| GM Piratey Steve |
Day 8: The Wormwood's Main Deck and Rigging
Everyone takes short breaks throughout the workday, so a minute-long break to cast the spell isn't considered shirking.
Your spell predicts a day of serious storminess followed by a day of rain and wind as the storm wears down (will make the riggers' jobs tough tomorrow, but the swabs will only get wet and be miserable).
| Vincent Cahaihnes |
"oh no we had no idea about it then, we've only found out about it now, you said it was just a bunch of rats we had to take care of, please do work on your memory." and with that Vincent leaves the hold
now onto the next day and the next job
str: 1d20 - 3 ⇒ (18) - 3 = 15
con: 1d20 - 1 ⇒ (12) - 1 = 11
Vincent is quite during his work making sure to not draw attention to himself, and then as he make sure that no one is watching him, especially Sandra, whom he is sure is nice enough, but also willing to tattle on him given the chance, leaves his work. and heads towards the mage lady's lab.
this is the first time I've done this, I am shirking my duties to go visit the mage lady's lab that I was brought too at the beginning of all of this for me, what do you want me to roll
| Jarvis X. Crookrows |
Jarvis scampers is way up through the rigging, comfortable as can be in the midst of the howling gale. At some point during the day, as he toils in the rigging, he points his finger out at Aghon, casting message. Whispering under his breath, thankful for the storm masking the sound, he talks to Aghon.
Aghon, mate, 's Jarvis. Maheem's sweetness you're working with there, Shivikah. Apparently she's got some wasting disease about her. Was wondering iffin you'd be able to get some divine help for her? Maheem reckons she needs a remove disease spell or she'll end up in the Locker before too long. I've grown to kinda like the guy and think this may go a long way towards stopping unnecessary bloodshed, yeah?
If Aghon looks about for where the voice is coming from, he'll give a little smile and a keep going about his work.
Aghon, for 20 minutes we can speak back and forth clearly with nothing more than a whisper. Normally it's a DC 25 perception check for other folks to hear, not sure how the storm would impact that.
Fast Climb (10 feet): 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Fast Climb (10 feet): 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Fast Climb (10 feet): 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Diligently Sailoring: 1d20 + 5 - 2 + 4 ⇒ (11) + 5 - 2 + 4 = 18
| Culder 'the Captain' Hargraves |
Culder puts his head down and quietly excels at his job, as usual.
climb: 1d20 + 9 + 4 - 2 ⇒ (6) + 9 + 4 - 2 = 17
profession(sailor): 1d20 + 6 + 4 - 2 ⇒ (20) + 6 + 4 - 2 = 28
| Jordan Bain |
Despite being out of the kitchen, Jordan focuses on the work at hand. Staying quiet, he buries himself in his duties, looking up only when called to attend to a particular rope.
Dex: 1d20 + 3 - 2 + 4 ⇒ (13) + 3 - 2 + 4 = 18
| Aghon |
Aghon, mate, 's Jarvis. Maheem's sweetness you're working with there, Shivikah. Apparently she's got some wasting disease about her. Was wondering iffin you'd be able to get some divine help for her? Maheem reckons she needs a remove disease spell or she'll end up in the Locker before too long. I've grown to kinda like the guy and think this may go a long way towards stopping unnecessary bloodshed, yeah?
Aghon smiles at Jarvis, having communicated with the wonderful spell message before. Then he whispers: Unfortunately I don't have the aptitude for that spell, yet. I could cast if off of a scroll, but that would require there to be such a scroll already on board, and subsequently to be handed over to my grubby mitts. If you can get Maheem to locate such a scroll, I'd certainly cast it for him, but otherwise I'm as helpless to help as he is. Sorry.
| GM Piratey Steve |
this is the first time I've done this, I am shirking my duties to go visit the mage lady's lab that I was brought too at the beginning of all of this for me, what do you want me to roll
I don't recall you being taken to her lab; could've sworn she addressed you from the bridge. In any event, the only entrance to the lab is through the officers' quarters, meaning that you'd have to get past Owlbear, any other guardians, and possibly one or more officers to reach it. Care to change your plan or do you want to go through with it?
Who?: 1d5 ⇒ 4
And to keep things moving....
Day 8: The Wormwood's Main Deck and Rigging
As you all work through the trying conditions brought on by the storm, Slippery Syl's voice suddenly cries out from the crow's nest: "Man overboard!" The woman points into the sea just off the port railing. "It's Tilly!" cries Giffer Tibbs in horror.
Jarvis and Culder will require Climb (or perhaps Acrobatics) checks to descend or jump out of the rigging if they choose to help; everyone else can reach the port railing with a move action.
| Aghon |
Aghon grabs any nearby ropes, and ties one around himself, then moves to the railing to survey the situation.
Profession Sailor: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
He sees a very large body of water, some falling rain, and the side of the boat he is currently working on...
| GM Piratey Steve |
Day 8: The Wormwood
As the cry goes up, Aghon and Jordan find themselves especially capable of executing a rescue, as they've been doing rope work as their daily chore. They have plenty of rope on hand, if only they can spot the overboard woman and get a line to her.
Jordan: Perception check, please.
Also, it's fairly obvious that the sea would be difficult swimming conditions were someone to dive in after the bard (counts as 'stormy water'--DC 20 Swim checks).
| GM Piratey Steve |
Day 8: The Wormwood
Jordan spies the overboard bard; currently she's only about 10 feet away, but as the ship sails onward she'll rapidly drift farther and farther away.
Throwing a rope to Tilly requires a ranged touch attack. If she gets a rope, then Strength checks will be required for her to hold on and for folks to haul her back on board.
| Jordan Bain |
"She's over there!" Jordan shouts, pointing out Tilly's location to the crew. Grabbing up a line, he throws it towards the girl.
Ranged Touch Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Point-Blank Shot wouldn't apply to this if she's within an overall 30 feet of me, would it? I'm figuring no, because the feat specifies the +1 for ranged weapons.
| Aghon |
After Jordan points out where Tilly is, Aghon casts air bubble on himself. He then hands Jordan the other end of the rope he's tied to himself. Hold this tight my friend. He says, just before jumping overboard himself to help rescue Tilly.
Tilly!!! Swim to me! He shouts, and does his level best to swim to her as well.
Swim Check: 1d20 + 7 ⇒ (6) + 7 = 13
| GM Piratey Steve |
Day 8: The Wormwood
Jordan's rope toss lands in the sea close enough that Tilly's able to grab it. Unfortunately, at that exact same time, Aghon hands the cook's mate a second rope and leaps fearlessly into the roiling ocean.
As Aghon yells, "Tilly! Swim to me!" the bard's panicked face briefly registers some hope; but when Jordan's rope lands at her side and Aghon sinks beneath the waves, her face registers more of a 'Bleep that!' expression. Clinging tightly to the rope Jordan tossed her, the bard tries to swim back toward the Wormwood.
Suddenly, someone moves next to Jordan and grabs the rope Tilly's holding onto for dear life. "I got this," says Crimson Cogward. "You haul in yer priest friend."
"We've got this," Rosie Cusswell, corrects the human sailor with a grim grin as she, too, begins to haul in Tilly. Other swabs mill around, some uncertain of what to do, some probably unwilling to help.
Up to three people can haul in a person clinging to a rope; their combined Strength modifiers are added as a bonus to Tilly's (and now Aghon's) Swim checks to try to get back to the Wormwood. Less strong characters might want to attempt Diplomacy or Intimidate checks to spur other crewmates to help.
Tilly Swim: 1d20 + 2 ⇒ (15) + 2 = 17
Tilly Swim 2: 1d20 + 2 + 6 ⇒ (10) + 2 + 6 = 18
Crimson: 1d20 ⇒ 18
Rosie: 1d20 ⇒ 9
| Vincent Cahaihnes |
crap could've sworn that I was taken to her lab, well crap I can officially do nothing then and we can just say that vincent worked hard instead considering that this ship is my bane, in this case is it ok the be outside where the action is happening or am I sitting this one out?
| Jarvis X. Crookrows |
Jarvis hollers out over the squall of the storm, putting the best of his bardic lungs to the task.
Any free hands with backs strong enough to pull, grab one of those lines and get hauling! If not for the luck of the swell, it'd be you in the drink needin' your shippies help to save you from the Locker! Put your backs into it and haul!
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Not too sure this'll work, but let's see how it plays out, I suppose.
| Culder 'the Captain' Hargraves |
frakking worthless land lubbers, Culder thinks as he downs his mutagen at the sight of Aghon and Tilly floundering in the water. Climbing down from the rigging he grabs the rope from Jordan and instructs him, "go help pull in Tilly." Then he summons his readily available anger and quickly drags the priest up on board.
climb: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
I'm currently capable of lifting over 900 pounds, so hoisting Aghon on deck should present no challenge whatsoever.