Shisumo's Skull & Shackles (Inactive)

Game Master Shisumo


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Harrigan smiles tightly at Artevious' reply before dismissing him. (The captain is also apparently a pretty good poker player; it's almost impossible to tell what was behind that smile.)

Belowdecks, Sandara works intently on Samms and Evril; a couple of channels heal their wounds easily, but the poison is a far worse problem. Samms is weak, but still mobile; after examining her, Sandara announces that she should be able to get the other woman through the worst of it by tomorrow morning. Evril, though, takes longer, during which time he mumbles something that is only half-intelligible to Chum as he watches Sandara work; Sandara frowns as well, also apparently not able to translate the murmuring either. Finally, she looks up at the druid and shakes her head. "Worst case of reefclaw poisoning I've ever seen," she tells him. "Must've been a seriously potent dose. Much stronger and it might have stopped his heart. It'll be at least two days before he'll be even close to normal again, even with prayers to Besmara, and maybe three before he's truly over it. Hopefully, though, the Pirate Queen will smile on us enough that he'll be able to do his job tomorrow without giving Scourge another excuse to put him before the post."


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Eleuterio helps haul Evril's still form onto the Wormwood's deck. After everyone is out of the drink, crab buckets and all, he collapses to catch his breath. He wipes the brine from his face as his barrel chest rises and falls. After a few moments, he regains his feet, and carries the crab pots and reefclaws to the galley. "So, Fishguts - know any good stews for reefclaw?"


"A'shoor do," Fishguts grins, and although the reefclaw and crab stew is only for the officers' table, Eleuterio and the cook both scoop out cups of extremely tasty stew for themselves before Caulky comes to take it up to the captain's quarters.

Everyone except Evril can take a ship action if they like for the evening's activities.

Evril, during a moment alone with Sandara belowdecks:
Altough weak, you are not unconscious; you have been sleeping a lot though, at least in part because Sandara dosed you with some rum ration to make sure you were resting. When you awaken, though, she is looking down at you with a frown on her face. It is much less pretty than her smile.

"You really have no clue, do you Andoren," she says when she sees your eyes focus on her. "You want to 'spend more time' with me, and you're certainly good looking enough I'm willing to consider it, but then you ask Besmara to be 'more proactive'? Queen's sails, you idiot, you were pressganged! How much more proactive do you want Her to be?

"Look at your friend Artevious. The man's more than a bit touched in the head, but Besmara Herself would probably listen to his ridiculous stories if She were in the neighborhood, just by how much they glory Her sweet trade! You want to know what makes me want to 'spend time' with a man? When he wants to actually be out here! On the sea, with the wind in his hair and a rapier in his hand! Y'know, being a pirate! You think your luck's been bad since you came aboard, but if you want my opinion, it's because you're spurning the gift the Pirate Queen gave you. Yes, Harrigan's the Devil's own bastard, and most of his officers are the same, but we'll find a way around that soon enough. In the meantime, I'd suggest you start taking Besmara's blessings seriously... or she might get really peeved with you." And with that, she leans down, gives you a firm kiss on the mouth, and goes abovedecks without a backward glance.

The next morning, Sandara prays to Besmara for spells to heal some of the damage done by the reefclaw poison. Between the magic and the cleric's more mundane treatments, Samms looks a little pale but is otherwise back to normal, while Evril recovers 1d4 + 2 ⇒ (4) + 2 = 6 points of Strength damage. He too is still pale, but Sandara is very pleased with his progress (and gives him an extremely significant look when the spell finishes resolving) and pronounces him fit to resume his duties.

There are two more days of nothing terribly interesting happening, so everyone can take two additional evenings' worth of actions before we pick things up again.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
There are two more days of nothing terribly interesting happening, so everyone can take two additional evenings' worth of actions before we pick things up again.

Shisumo:
During my 'check-up' with Sandara on the second day following her admonishment: "M'lady, I would like to apologize for any offense I may have offered your patron. That I am alive and able to speak such is a testament to both Besmara, and you, Her agent on this voyage. Please, stay a moment, I venture, taking a seat on one of the storage bins lining the hull, and indicating that she join me. If you grant me, I would share something with you by way of an explanation.

My father was a shipwright, and his made barrels. It is from them that I learned how to shape the wood, to smooth down planks and piece them together so that the vessel resisted the water while moving swiftly through it. Turning towards her and taking her hand, I run her fingers gently along the smooth wall of the hull. The ship must be free to be part of the ocean around it, while being able to pass through each wave unnoticed. It is my duty to see that she can do both equally well, whether that means repairing a spar, scraping barnacles from the hull, or planing a new mast. It's not much in the way of poetry, nor will it fill even a page in one of Artie's storybooks, but it is what I *do*.

The 'Wormwood' is indeed rotten, but it's not her fault, or that of her builder. The rot lies in the hearts of her captain and his fiends, and until they can be pried loose, she'll never be free.

I look the Besmaran in the eyes before continuing. Do I long to stand on the fo'c'sle, wind in my hair and raper glinting in the sun? Would I swing merrily from the guys after finding the map to an ancient treasure? Absolutely! But I cannot do that with a slave's collar around my neck, Sandara. I cannot revel in the evening's entertainment or relax into the blessed oblivion of the nightly rum ration when I know there are many among my crew that have been stolen away from their lovers, spouses, and children. Letting out a deep sigh and looking away, I release the cleric's hand. It may be that I have my own edges that yet need smoothing, but I simply... can't.

After assisting in whatever tedious and small tasks I can manage on the second day after the fight with reefclaws, I do what I can to socialize with some of my friends on the ship.


Evril:
Sandara studies you for a moment, silent. Just when you think she's not going to say anything at all, though, she finally murmurs, "That... is the first thing you've said that makes you sound like more than a pretty face." She touches the wood of the ship again. "Besmara makes no distinctions between 'gentleman pirates' like Artevious wants to be and fiendish sadists like Scourge or Harrigan - they're all Hers. But that means you can sail your own course ahead of Her winds, and She'll send you speeding along your way. Don't worry, Evril. We'll find a way out yet." She smiles, winks, and adds, "And then... we'll see which way the wind blows us."


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I soon became aware that Mr. Cooper's rather modest mauling ended up with him becoming near incapacitated from the creature's poison. I caught up with Chum and Eleuterio to inform them of our captain's reward for offering the monstrosities up as supper.

I do believe I now have just the thing for our dearly distraught Evril. Captain Harrigan has proffered us this most potent healing concoction. How we are to share such a potion he didn't rightly say, but since Mr. Cooper is of such a need right now, I say we offer it to him so he can get back up on deck and sailing with us in short order. What do you say?


Male Half-elf Storm Druid 3; 21/24 hp

"I think the cleric Sandara has set him on the road to recovery. Are you sure the potion is for us and not for you?"


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I stroked my chin and pondered Chum's words. I suppose one way to look at it was that Captain Harrigan had in fact given me the potion, so in a mercenary way it was mine. But that hardly seemed sporting. "Together for one," and all that.

I suppose that since Harrigan did indeed deliver it to me that he saw that it is mine to dispense. That would be indicative of his faith in my judicious capacity to administer it to the one who needs it most. Or, that he may have intended me to squirrel it away in the event that I fall prey to some grievous injury. After all, I certainly couldn't have my illustrious pirate career cut short by some unlucky cutlass strike by a foul enemy.

I nodded, having made up my mind. I clapped my hand on Chum's shoulder. Indeed. Rest assured, this potion is as much yours as it is mine, as it is Eleuterio's, as it is Evril's, and indeed, Sandara's or Samms's. While I wouldn't expect eagerness of any of us to fall under the sword just for a chance to taste the concoction, whoever has the misfortune to need it will no doubt be the one who receives it. You have my word.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

"Save it for someone else, Master Poisson," Eleuterio says. "I'll sooner try to drink the sea and all her secrets before I taste a drop of anything the Captain gives out."


Male Half-elf Storm Druid 3; 21/24 hp

Chum nods at Eleuterio's comment, face completely serious, "Well, that goes without saying. But what does that have to do with the Captain?"

Chum is content to hang among the fringes of the crew during the evenings, speaking if someone engages him in conversation, but otherwise acting the part of a friendly observer.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

With the matter of the healing potion settled, I turned to the next issue of importance: finalizing the performance with Conchobar Shortstone and giving the crew a mesmerizing performance. I met up with him after selecting a most exciting, harrowing, and wildly engaging volume of my mother's novels. As he had requested, I enlisted the help of Rosie Cusswell and her fiddle, and before long I'm sure we had the makings of a spectacular performance.

Gathering the crowd once again, I began with the harried missive from my father that began the first chapter of Le Pirate de Poisson: The Uncharted Territories.

My name is Ricardo de Poisson. A tidal wave hit and I got shot through a whirlpool. Now I'm lost in some distant part of Golarion, on a ship -- an animated ship -- full of strange living beings. I'm being hunted by an insane military commander. I'm doing everything I can. I'm just looking for a way home.

I daresay, Miss Cusswell's violin solo following that passage was unusual, but very fitting. I was humming that in my head for some time.

Perform (oratory): 1d20 + 7 ⇒ (16) + 7 = 23

And the diplomacy check, to win over Mr. Shortstone.
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25


The crowd responds enthusiastically to Artevious' reading and Rosie's accompaniment, and Conchobhar seems genuinely happy with the result as well - for the first time since you've met him, the gnome's face is split by a genuine smile as the night wears on. Once the performance is over, Conchobhar gives Artevious a broad wink as he draws Rosie off to the side of the deck for a more private conversation.

And you have made Conchobhar helpful, earning yourselves all 100 XP.


You still have two more nights to make friends and influence people, though. And given how close everyone but Artevious is to leveling, that seems like an important oppotunity...


Male Half-elf Storm Druid 3; 21/24 hp

Be that as it may, I have no business leading any efforts to influence. I'd be happy to try to assist anyone else's efforts.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Let's get that last bit of XP, then, shall we?

Delighted that the previous night's performance went so splendidly, I took to my appointed tasks with gusto. While going about the order of the day, I happened upon Giffer Tibs, and hailed her. Ahoy, Miss Tibs! How do you fare this fine morning?

We chatted a bit before being again called to our respective tasks. Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23


Giffer seems at first to be in better spirits than she was when she and Artevious spoke previously; the one-eyed gnome smiles a lot more, but as they talk Artevious notes an edge to her words, a subtle, burning anger that he quickly traces to Harrigan and Plugg by the way she reacts whenever her eye falls upon the captain or his first mate. Artevious recalls that she was one of the few who did not suffer Harrigan's lash after the storm, but he recalls seeing her watch all through the beatings as they occurred.

"Wind's changing," the gnome says at last. "Gonna be quite the blow soon." She nods, her eye slipping to the pistol at Artevious' belt. "Lightning and thunder, am I right?" She smiles again.

And you have made her helpful, earning 50 XP for all of you and putting the rest of the group up to level 2 as well. Any plans for socializing on the final day before I kick things forward?


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

I'm good with moving forward, boss.


Male Half-elf Storm Druid 3; 21/24 hp

Aye - forward as the wind blows, sir!


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None
DM Shisumo wrote:


"Wind's changing," the gnome says at last. "Gonna be quite the blow soon." She nods, her eye slipping to the pistol at Artevious' belt. "Lightning and thunder, am I right?" She smiles again.

I smiled back broadly. Indeed! Thunder! So exciting!

I had no idea what she meant.

Ready to go!


Three days after your adventures with the reefclaws - and, if you happen to be keeping track, the end of your second full week aboard the Wormwood - you find yourselves excused from regular duties. Instead, Plugg and Scourge order you to report to Riaris Krine, the Wormwood's master gunner. Krine is medium height and wiry, with sun-darkened skin, a nose that looks like it's been broken at least three separate times, and a peg leg she has had bound in iron and attached a couple of sharp-looking spikes to. Krine eyes you all doubtfully before snapping, "All right, you sorry f&#!ing excuses for kraken fodder, your mothers may have crapped you out during breaks between drinking binges but I have to actually make f#%%ing pirates from you pieces of s$&~. Look sharp! You and you, start getting the f#*+ing jolly boat ready to launch, and if you can figure out where you left your balls while you're at it, that'll make this go a lot smoother!"

(This is probably the least offensive her tirades are all day.)

GM Stuff:
1d4 ⇒ 3
1d3 ⇒ 3

The purpose of Krine's efforts, you are eventually able to glean, is to teach you how to use boarding hooks to board enemy ships during actual acts of piracy. To that end, she orders Evril and Eleuterio into the jolly boat while Chum and Artevious watch. The boat with the three of them is lowered into the ocean, tied to the Wormwood, and Krine hands each of the two men with her a grappling hook tied to a length of rope. The objective, she explains through a barrage of profanity, is simple: throw the hook so it catches the Wormwood's railing, then climb across the rope to board the ship. However, to simulate some of the distractions of combat, she has also ordered four of the other crew - Jack Scrimshaw, Rattline Rattsberger, Badger Medlaw, and Narwhal Tate - to throw garbage, mostly rotten food, at you as you try to climb along the rope.

The first step in accomplishing this task is throwing the hook so it catches the railing. Making the throw is a standard ranged attack, and the AC of the railing is only 5, but since the jolly boat is 40 feet behind the Wormwood there is a -6 range penalty applied to your rolls.

Once you hit the railing, you have to climb that 40 feet back to the ship. The first step is to tie the rope off as a move action, and then you have to make DC 15 Climb checks. As a move action you can move 5 feet along the rope, as a full-round action you can move 15 feet. Failing the roll by 5 or more means you fall in the drink. Every round you will face attacks by the "defenders" that will try to make you fall off; this will be handled by Reflex saves. So Evril and Eleuterio, if you would start making your throws?


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Mechanics:

Reflex: 1d20 + 2 ⇒ (9) + 2 = 11
Grapple: 1d20 + 3 - 6 ⇒ (1) + 3 - 6 = -2

Of the officers, Eleuterio had not had much interaction with Krine, for good or for ill, so he approaches the session with an open mind. This quickly shuts after he learns the purpose of the meeting, though her foul mouth reminds him of Miss Cusswell - only without the redeeming qualities.

Once in the jolly boat, he turns to Artevious, testing the weight of the grapnel in his hands. "What do you think of the gunner, Master Poisson?" He tosses the line out to the Wormwood, but his aim is spoiled as a wave rocks the jolly boat. He very nearly loses his grip on the rope, and spends precious seconds recovering the grapnel before it is lost in the briny deep.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
The first step in accomplishing this task is throwing...

"I think, Master Seaborn, that we'd best save our reviews for once we've shown we can hit the broadside of a carrack," I respond, slightly amused at the larger man's verbal slip.

Mechanics:
Throw: 1d20 - 3 ⇒ (5) - 3 = 21d20 - 3 ⇒ (19) - 3 = 16

After missing my first attempt, I successfully snare the railing and tie-off my line. Taking a deep breath, I begin hauling myself back towards the Wormwood.

Climb Check:
Round 1 - Move Action:1d20 + 4 ⇒ (14) + 4 = 18Reflex: 1d20 + 6 ⇒ (5) + 6 = 11


Male Half-elf Storm Druid 3; 21/24 hp

Chum watches from the deck of the ship, glancing at Artevious. He mutters loud enough for the flamboyant son of a pirate, "I'd better learn to get around on the ropes soon or they will just leave me to the fishes when I fall off."

Fortunately, his new level came with a point (and class skill bonus) in Climb. Here's hoping it is enough.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I could barely contain my excitement. There we were, learning a true pirate trade -- the ins and outs of boarding an enemy vessel! I leaned forward on the railing and eagerly listened to the instructions of our rather foul-mouthed teacher. She gave us quite the earful of distasteful profanity, and I could only wonder at her uncouth verbiage.

I couldn't help but notice that she wasn't having us swing from the rigging onto the longboat; instead she had it completely backwards. We had to climb from the longboat to the Wormwood, shimmying up a rope in a completely ungraceful and awkward style.

I shook my head when Chum commented about learning the ropes. My father never once had to climb in such a fashion. He was always swinging from the castles to the enemy deck, or climbing up the rigging to do battle while balancing on the yardarm. I wonder when Miss Krine will teach us that.

Woe, that I neglected Climb, favoring Acrobatics instead!


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Doh! I posted in haste, and thought Artevious was with me. That'll teach me to post in error!


Throw 1: 1d20 + 3 - 6 ⇒ (3) + 3 - 6 = 0
Reflex 1: 1d20 + 2 ⇒ (20) + 2 = 22
Throw 2: 1d20 + 3 - 6 ⇒ (8) + 3 - 6 = 5
Reflex 2: 1d20 + 2 ⇒ (1) + 2 = 3
Throw 3: 1d20 + 3 - 6 ⇒ (15) + 3 - 6 = 12
Reflex 3: 1d20 + 2 ⇒ (5) + 2 = 7

"Did I say, Poisson? My apologies, Master Cooper. The sun must be baking my brains today." He takes his focus away from grappling the Wormwood, which costs him another cast without success. The third, however, finds purchase, and the paladin tests the line before climbing up, fending off the refuse as best he can.

Looks like it takes me three rounds to finally hit the ship. I'll spend the remainder of that round tying off the rope to the jolly boat, and start climbing on round 4. Do your worst in those three rounds!


Actually, nothing happens during the time it takes you to hit the ship beyond making Krine annoyed with you. They don't start throwing until you're on the rope. And the Reflex saves aren't necessary until I actually hit you.

Evril's cast and speedier departure earn him a small flicker of approval from Krine as he begins to climb, but unfortunately Eleuterio's delay means the Andoren is the sole target of the garbage-throwers as he starts making his way across.

Jack Scrimshaw: 1d20 - 4 ⇒ (20) - 4 = 16
Rattline Rattsberger: 1d20 - 2 ⇒ (18) - 2 = 16
Badger Medlaw: 1d20 - 4 ⇒ (6) - 4 = 2
Narwhal Tate: 1d20 - 4 ⇒ (1) - 4 = -3

Two of the horrible missiles make contact, and Evril wobbles dangerously on the line.

Each contact is a Reflex save, DC 10. Evril made the first one, but needs to roll again for the second. If he fails, he falls and has to start over.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
but needs to roll again for the second.

Reflex:
Reflex: 1d20 + 6 ⇒ (16) + 6 = 22

Hah! You'll have to do better than that, Scrimshaw! I shout playfully as I accelerate my climbing. Don't get cocky, Cooper...

Climbing:
Full-Round, Activating Arch's Luck.1d20 + 6 ⇒ (13) + 6 = 19

Puts me at halfway, yeh?


Yeah, exactly halfway. Don't forget your archaeologist's luck also benefits any Reflex saves you have to make as part of this as well.

Evril continues shimmying along the rope, while behind him Eleuterio finally manages to get the hook caught on the Wormwood's rail and tie it off. With no one else to throw at, the crew continue their focus on the half-elf.

Jack Scrimshaw: 1d20 - 2 ⇒ (19) - 2 = 17
Rattline Rattsberger: 1d20 ⇒ 11
Badger Medlaw: 1d20 - 2 ⇒ (18) - 2 = 16
Narwhal Tate: 1d20 - 2 ⇒ (1) - 2 = -1

This time, three of the sailors manage to hit Evril, and his grip slackens for a moment...

Three Ref saves, my friend.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
Three Ref saves, my friend.

Reflex:
(with Arch Luck) 1d20 + 7 ⇒ (2) + 7 = 91d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (3) + 7 = 10

Young Jack, perhaps spurred on by my taunting, proves his aim as true and lands a dodgy bit of cabbage right in my ear. The sudden jolt costs me a firm grip on the line, and I plummet to the ocean below.

That's more like it, Jack! I sputter after returning to the surface. Cocky, cocky..

Assuming a swim check back to the jolly 1d20 + 4 ⇒ (16) + 4 = 20


Krine's response to Evril's fall will go unrecorded - suffice it to say she is displeased, and vocal about it. Evril returns to the jolly boat to begin again, and Eleuterio starts his crossing once more.

Okay, so Eleuterio needs to start making Climb checks, and Evril has to start throwing the grapple again.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Mechanics:

Climb: 1d20 + 3 ⇒ (3) + 3 = 6
This is not going to go well.

Eleuterio finishes tying off the line, then leaps from the jolly boat to grab up the rope higher, trying to cut down on the amount of space between him and the top.

It's a poor plan. His hands slip from the rope, and he follows Evril into the drink.


Failing by less than 5 means only you don't make progress, not that you fall.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

It was a DC 15 check, wasn't it?


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
Evril has to start throwing the grapple again.

Throw:
Keeping Arch's Luck up 1d20 - 2 ⇒ (2) - 2 = 01d20 - 2 ⇒ (7) - 2 = 5

Once again connecting with the Wormwood on my second throw, I tie off the line and begin climbing.

Climbing:
1d20 + 6 ⇒ (20) + 6 = 26


Eleuterio Reis wrote:
It was a DC 15 check, wasn't it?

Oh, hells, yes it was. Got the DC for the Ref save and the Climb check confused. Yes, Eleuterio falls as well, so he also needs to start throwing again.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Throw 1: 1d20 - 3 ⇒ (14) - 3 = 11
Climb 1: 1d20 + 3 ⇒ (7) + 3 = 10
Rassum frassum dicebot!

Once again, Eleuterio clambers onto the jolly boat. Once again, he ties off the line. Once again, he falls into the drink before he ever gets a good hold on the line.


As Eleuterio splashes into the water with no help from the sailors on the Wormwood, Evril tries to make his way back across to the ship under a barrage of garbage.

Jack Scrimshaw: 1d20 - 4 ⇒ (5) - 4 = 1
Rattline Rattsberger: 1d20 - 2 ⇒ (14) - 2 = 12
Badger Medlaw: 1d20 - 4 ⇒ (19) - 4 = 15
Narwhal Tate: 1d20 - 4 ⇒ (5) - 4 = 1

Two Reflex saves, Evril.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
Two Reflex saves, Evril.

Reflex:
1d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (19) + 7 = 26

C'mon, Master Reis! We spend too much time splashing about, and the boys up top will start throwin' yer actual cooking at us..

Climb:
Full Move: 1d20 + 6 ⇒ (1) + 6 = 7

Taking my attention off the line to encourage my friend causes me to lose my grip, returning me to the water once again. Shut up and concentrate on climbing, Cooper..


At seeing Evril fall, Krine's anger seems to shoot past profanity into a strange, seething "calm." As Evril swims back to the jolly boat, Krine instructs Eleuterio to wait to start throwing his grapple until Evril is ready as well, and she has both men wait to start climbing until the hooks are set and lines tied off. "Now, go."

Climb checks from each of you.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I watched the unfurling scene with something akin to agitation. I could only watch as my comrades made effort after effort to assail the Wormwood, and fall short each time.

Finally, I could contain myself no longer. A good pirate looks after his mates. I started yelling encouragements, and watched closely as the defending crew readied their foul missiles.

Look sharp, gents! Evril! Hand over hand, steady as she goes! That's right! You're doing it lad!

Trying to use my Aid Another ability, to provide an ally with a +3 on a skill check, AC, or to hit roll. Maybe it wasn't contemplated for a challenge such as this, but I had to try.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Mechanics:

Climb: 1d20 + 3 ⇒ (2) + 3 = 5

Despite Krine's attempt at fair play, the paladin has fallen into the drink too many times already. His hands are slick, and the cold waters have numbed his grip. For a third time, he slips from the rope and splashes into the sea.


I'll allow the Aid Another action in this instance, but I don't want to establish a precedent with it - normally, you have to be able to materially "interfere" with an action to aid it, and things like the nobility domain's inspiring word ability get decreased in awesomeness if their effects can be replicated by anyone with an Aid Another. At the moment, though, Evril can probably use the help, so...


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I promise to use my power wisely. :)


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
At the moment, though, Evril can probably use the help, so...

no pressure...

Climb:
Full move1d20 + 9 ⇒ (13) + 9 = 22

Pre-emptive Reflex:
1d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (1) + 7 = 81d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (11) + 7 = 18

Looks like I'm good until the second hit. :/


Well, let's see if you get lucky...

Jack Scrimshaw: 1d20 - 4 ⇒ (4) - 4 = 0
Rattline Rattsberger: 1d20 - 2 ⇒ (6) - 2 = 4
Badger Medlaw: 1d20 - 4 ⇒ (9) - 4 = 5
Narwhal Tate: 1d20 - 4 ⇒ (1) - 4 = -3

As Evril makes his way along the rope, all the many pieces of garbage hurled his way fail to make contact, and the Andoren is able to proceed.

Another Climb check... (I assume you will be Aided by Artevious once again)


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
(I assume you will be Aided by Artevious once again)

Climb:
Full Move 1d20 + 9 ⇒ (1) + 9 = 10

There really should be a cap on the number of nat 1's a player can roll in a single encounter...:/

Climbing silently into the jolly boat one last time, I avoid making eye contact with Krine, and reach for the grapple once more.


"Don't. Touch. That," Krine snaps. "You useless f~@+ing wastes of your father's seed are through. I've seen pigs covered in s&+& that stink less than the two of you." She signals to the sailors aboard the Wormwood, and they drag the jolly back to the ship and lower a climbing rope to allow Eleuterio and Evril to board. Once they're up, Chum and Artevious descend, and Krine instructs them to start throwing the grapples.

Ranged attacks with a -6 penalty, if you please, gentlemen?


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Eleuterio carefully climbs the rope to return to the Wormwood. Once back on board, he removes his soaked shirt again and wrings out the salt water from it. He mutters to himself the whole while, "Damned time in the galley's turned me as green as a farmhand. And to think I wanted to be a privateer. Hmmph. Look how well that's turned out."


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I felt quite the pang of regret for my fellows. Despite my exhortations, they slipped and plunged into the briny simply too many times. Was it truly that difficult? I pondered. Again, it seemed that they were doing it quite the wrong way, and the most prudent method would be to swing from the castles or rigging. Yet, of course, this jolly boat lacked the proper height to get a really good swing underway, and instead we must shimmy up the ropes like graceless monkeys. Where was the opportunity for panache?

Rather than risk another torrent of uncouth verbiage from Miss Krine, I accepted the grappling line wordlessly, though I offered her a wink and confident grin. As I whirled the hooked barb over my head, I shouted across to the Wormwood, Look alive, you scalawags, for Artevious de Poisson means to board your vessel! Heave to and run up the white if you know what's good for you!

With that, I flung the grapple and tied off my end of the rope. Ranged: 1d20 + 6 - 6 ⇒ (20) + 6 - 6 = 20


Male Half-elf Storm Druid 3; 21/24 hp

Chum wordlessly accepts the grapple. Watching Artevious' artful throw alliteration ftw!, he tries to follow suit.

Mechanics:
Grapple throw: 1d20 + 3 - 6 ⇒ (3) + 3 - 6 = 0

It's with a resigned smile that he sees it fall well short before pulling it back to the jolly.

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