
Harmony Leading |

Adjusting my action -- if Cueta wasn't in the sandbar square anymore, and was already grappled, when Harmony's turn came, she would instead move into the water to strike the attacker instead of readying an action. I will move my token into the water and the attack rolls are in the previous post.

GM Besmara |

I moved her to her original position before she moved herself when taking her turn, because the creature whose turn it was before her grappled her, preventing that movement.
Harmony's action comes before Cueta's and the creature that attacked her. Unless you're delaying, any actions you take can't be based on the actions of those two without metagaming.
Also, if you're on the green and plant-y areas, you don't need to make swim checks. It was intended to mark the area's shallow enough to wade through at about waist deep. It's supposed to be difficult terrain. My apologies for not clarifying that earlier.
With that in mind, I realize I've made a booboo with Esmarelda's action. If everyone's alright with it, I'm going to skim over it because I'm already floundering around over this combat on top of botting a character >.> get it? floundering?

Harmony Leading |

Confused now. Just move me wherever's appropriate and I attack if I can, and don't if I can't. :)

GM Besmara |

You're good where you are, you can easily make it there, your attack will simply happen prior to the creature's attack on Cueta or Cueta's actions against it.
DC to swim across the deeper water is a DC5 Swim check. The water is very still and generally protected from the usual ocean currents
Round Summary
Artevious immediately swims towards the danger where they had spotted the creature threatening Cueta, taking on a defensive stance.
Another creature reveals itself and attacks Esmarelda, catching her in its claws.
Harmony wades into the water to pierce through the hard shell of the creature threatening Cueta with her spear.
Esmarelda manages to escape the claws of the creature attacking her and make some space between her and it.
Despite being wounded by Harmony, the creature still goes for it's original target and attacks Cueta with its claws, pulling her into a grapple.
Gall makes the swim across to the sandbar, then quickly continues from there to get in range of the creature grappling with Cueta.
Cueta attempts to gain control of the grapple, but fails, remaing firmly stuck in the creature's claws.
Start round 2

Cueta Guiding Star |

Grievously hurt, Cueta turns, trying to use the motion and the water to slip out of the crab's grasp and reach the shore of the nearest bar.
escape artist: 1d20 + 4 ⇒ (11) + 4 = 15
swim: 1d20 + 6 ⇒ (18) + 6 = 24
Standard action: escape grapple. Move action: Swim 5' to bar. I'll hold off on moving the token until I know that Cueta's not dead/unconscious. Alternatively, if the crab does enough damage:
--------------
Cueta's head bobs above the water as she twists and turns, trying to get away from the crab's painful grasp. As her vision clouds, the deckhand sees the Wormwood anchored a few hundred feet away. She never thought that she'd wish so fervently to be on board that ship, scrubbing the decks with a holystone or shoveling bilge, but that's exactly the thought that flashes through Cueta's mind, before the world goes black...

Gall the Half-Giant |

Dungeoneering: 1d20 + 4 ⇒ (8) + 4 = 12
The half-giant snarls in inarticulate rage at the creature and sweeps his sword at it, doing his best to cleave the beast clear in two. Cueta is not looking good and this thing needs to be dead sooner rather than later. "Harmony, I've a potion on my belt. Get Cueta onto the sandbar and feed her it!"
Attack: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Damage: 2d6 + 7 + 3 ⇒ (4, 2) + 7 + 3 = 16
Since it's dungeoneering, add 2 to both attack and damage if this thing is an aberration because favored enemy. If not, disregard.

Harmony Leading |

If Harmony's action comes before Gall's:
Harmony attacks the monster.
Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
If Gall has already killed the monster:
Harmony does as told, and tries to drag Cueta to the sandbar and feed her Gall's potion.

Artevious de Poisson |

Confound it! Just as I had started to wade over to where the fight was, another of the beasties surfaced on the atoll I had just left and began attacking Esmarelda. I halted my progress and began sloshing back to help her out. I simply was going to have to trust that Gall, Cueta and Harmony could handle their creature.
Try to move back to attack the blue crustacean. Not sure I can get an attack this round, but if so,
Cutlass: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
If attacked, I'm spending one panache to parry+riposte.
AoO: 1d20 + 7 ⇒ (6) + 7 = 13
If that beats its attack roll, then it automatically misses and I get a free attack.
Riposte: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

GM Besmara |

Gall recognizes the creatures as reefclaws, aquatic aberration type creatures.
Though Artevious' attack misses the reefclaw attacking Esmarelda, it's enough to draw the creature's attention and it lashes out at him instead, seeing him as the bigger threat.
Claw Atk: 1d20 + 2 ⇒ (14) + 2 = 16
Claw Atk: 1d20 + 2 ⇒ (14) + 2 = 16
Piercing Dmg: 1d4 ⇒ 2
Piercing Dmg: 1d4 ⇒ 4
Grapple: 1d20 + 8 ⇒ (10) + 8 = 18
Grapple: 1d20 + 8 ⇒ (17) + 8 = 25
But Artevious is too quick, and easily dodges the double claw attack from the reefclaw.
~ ~ ~
Esmarelda wades forward, fueling her weapon with a touch of her own power before taking a stab at the reefclaw (blue).
+1 Rapier Atk: 1d20 + 4 ⇒ (11) + 4 = 15
Piercing Dmg: 1d8 ⇒ 3
She manages to pierce it's hard outer shell and damage the creature!
~ ~ ~
Round Summary
Artevious moves back to aid Esmarelda, trying to stab the reefclaw but his blade doesn't connect.
Blue reefclaw changes targets and tries to attack Artevious, but isn't able to land either claw on him.
Harmony jabs at the red reefclaw and finishes what she starts, dropping it to unconsciousness.
Esmarelda strikes the blue reefclaw, managing to get some damage done.
Red reefclaw is unconscious (dying) and as such, let's go of Cueta.
Gall retrieves the potion and passes it off to Cueta before moving out towards the blue reefclaw. Making some assumptions about what you'd do since the red reefclaw is now dying
Cueta drinks the potion from Gall.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Making an assumption since you're free of the reefclaw and a potion has been given to you. She seems to be wary of her own divine magic so I thought she'd be more likely to rely on something tangible like a potion. Feel free to make a move action if your character wishes. You can make a note of the action in your next post
~ ~ ~
Start round three

Artevious de Poisson |

The creature's hard carapace was able to deflect my attack, but I did draw its attention. I stayed just barely out of its reach while Esmarelda managed to stab it with her foil. I stepped to my left to get into an advantageous position in relation to Esmarelda, and slashed again at the monstrous crustacean.
Try to 5' step into flanking, if available
Melee: 1d20 + 7 ⇒ (4) + 7 = 11 +2 if flanking
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Cueta Guiding Star |

Round 2 Harmony, killer of crabs! Pretty impressive!
Cueta looked down in shock at her stomach as Gall dragged her onto the bar. So much blood...
The world was getting darker, and she was resigned to losing consciousness, barely registering her friend the giant's hands under her arms.
Placing her hands on her belly, the deckhand made a quick supplication to her queen. "Forgive me, Besmara. I've failed your test..."
Suddenly, the whispers were there, probing and pushing on her mind, white hot and intense. You don't decide to leave. I decide.!
Cueta smiled as a warmth spread over her, and she could feel the bleeding stop, her punctures close. Coughing, she looked up to see Gall standing over her, an empty vial in his hand.
Round 3
And then she was up, grabbing her pike and running towards the others. There would be time to think about Besmara's grace later...
double move action: swim 15'.
swim: 1d20 + 6 ⇒ (19) + 6 = 25

Gall the Half-Giant |

Damn, nice job, Harmony! Feeding Cueta the potion is exactly what Gall would have done, so you're right on the money there. Does Cueta still get to use her turn at the end of last round, since she is free and not dying?
As soon as the Mwangi woman is back to fighting condition, Gall casts about for the other two. It is not difficult to find Esmarelda and Artevious facing off against the other reef claw and he scowls. If he can see the beast from his current position, he will draw his sling and launch a bullet at it. Regardless of how many range increments out he is and the penalty for firing into melee or with cover. If not, he will forgo drawing the sling in favor of swimming in that direction with all haste.
Sling: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Confirm: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Cueta Guiding Star |

Edited my post above - Cueta is taking 2 move actions to close the gap on the crab. Thanks for the healing, Gall! I owe you a potion. Looks like we're going to have to rig some hog lob.

Harmony Leading |

Harmony also moves toward Esmarelda, and probably doesn't get to attack this round.
Swim: 1d20 + 4 ⇒ (12) + 4 = 16
Can someone move me in Esmarelda's general direction?

GM Besmara |

Moved Harmony and Cueta I adjusted your movement to fit the allowed 15ft according to the slightly wonky Pathfinder measurements. Also updated Artevious' token which I thought I had already done. Zzz
~ ~ ~
The blue reefclaw fixes his attention back on the woman who had managed to break through his hard shell exterior and once again lashes out at her with his claws.
Claw Atk: 1d20 + 2 ⇒ (18) + 2 = 20
Claw Atk: 1d20 + 2 ⇒ (2) + 2 = 4
Piercing Dmg: 1d4 ⇒ 4
Piercing Dmg: 1d4 ⇒ 4
Grapple: 1d20 + 8 ⇒ (1) + 8 = 9
Grapple: 1d20 + 8 ⇒ (9) + 8 = 17
Esmarelda takes a claw to the stomach, doing another 4 damage, but manages to avoid beig pulled back into a grapple by the reefclaw.
~ ~ ~
Esmarelda retaliates by making a full round attack with her spell combat; casting shocking grasp in one hand while wielding her rapier in the other.
Rapier Atk: 1d20 + 4 + 2 - 2 ⇒ (10) + 4 + 2 - 2 = 14
Piercing Dmg: 1d8 ⇒ 8
Defensive Casting: 1d20 + 4 ⇒ (20) + 4 = 24
Touch Atk: 1d20 + 4 + 2 - 2 ⇒ (7) + 4 + 2 - 2 = 11
Although her rapier hits its mark, she isn't able to land the touch attack. Esmarelda is still holding the undelivered shocking grasp spell.
~ ~ ~
Round Summary
Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14
Artevious moves into position, deftly dodging the counter attacks made by the reefclaw as he passes. Despite his tactical positioning, his blade is unable to penetrate the reefclaw's shell.
Artevious, you can't 5ft step as this is considered difficult terrain, and the movement would provoke an AoO. That said, I see your investment in Acrobatics and I'm going to assume your character would put them to use to avoid the AoO and make the move that way. Feel free to correct me if I'm off base.
The reefclaw manages to get another hit in on Esmarelda.
Harmony moves in to assist with the last of the creatures.
Esmarelda retaliates against the reefclaw with her rapier, but misses with her spell. She is still holding the spell.
Gall then finishes off the creature with a well aimed bullet from his sling that cracks it over the skull.
And combat is done.
~ ~ ~
Gall thinks he recalls an excellent recipe from that cookbook he found that used reefclaws, which are a known delicacy. It'd take some amount of cooperation, but it seems doable to bring them back to the boat.
With that all wrapped up, you can all get back to hunting crabs for dinner.
Perception: 1d20 - 1 + 1 ⇒ (11) - 1 + 1 = 11
Perception: 1d20 - 1 + 1 ⇒ (3) - 1 + 1 = 3
Survival: 1d20 - 1 + 2 + 1 ⇒ (16) - 1 + 2 + 1 = 18
Survival: 1d20 - 1 + 1 ⇒ (20) - 1 + 1 = 20
Everyone can make a total of five more attempts to catch crabs. Once your own pot is full, the extra tries can be Aid checks. I'll distribute the Aid checks to maximum effect, as I'm sure your character will have no problem seeing who is having the hardest time. So no need to label who you're helping; I'll do that. If after these five checks all the pots are not full, then you've not managed to complete the task!
Artevious: 0/3
Cueta: 2/3
Esmarelda: 1/3
Gall: 1/3
Harmony: 1/3
Total Caught: 5/15
~ ~ ~
Esmarelda's Crab Catching Rolls
Perception: 1d20 - 1 + 1 ⇒ (4) - 1 + 1 = 4
Survival: 1d20 - 1 + 1 ⇒ (11) - 1 + 1 = 11
Perception: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17
Survival: 1d20 - 1 + 1 ⇒ (5) - 1 + 1 = 5
Perception: 1d20 - 1 + 1 ⇒ (5) - 1 + 1 = 5
Survival: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17
Perception: 1d20 - 1 + 1 ⇒ (15) - 1 + 1 = 15
Survival: 1d20 - 1 + 1 ⇒ (5) - 1 + 1 = 5
Perception: 1d20 - 1 + 1 ⇒ (6) - 1 + 1 = 6
Survival: 1d20 - 1 + 1 ⇒ (7) - 1 + 1 = 7

Cueta Guiding Star |

Cueta arrives at next to Esmarelda and raises her pike with an Ijo war whoop, just to see the crab settling to the bottom of the reef. Shrugging, she plants her pike into the reef and pulls the crab from the water. "Can we eat these? I'd be willing to try it."
Turning to Esmarelda, she places her hands over the woman's wounds. "You fought well. Besmara is pleased."
cure: 1d8 + 1 ⇒ (7) + 1 = 8
The rest of the day is spent fishing
perception: 1d20 + 7 ⇒ (17) + 7 = 24
survival: 1d20 + 6 ⇒ (13) + 6 = 19
1 crab caught. 3/3 crabs in the pot. The rest are aid anothers.
aid survival: 1d20 + 6 ⇒ (20) + 6 = 26
aid survival: 1d20 + 6 ⇒ (5) + 6 = 11
aid survival: 1d20 + 6 ⇒ (19) + 6 = 25
aid survival: 1d20 + 6 ⇒ (19) + 6 = 25
Four aid anothers!

Gall the Half-Giant |

Heaving a sigh of relief as the crab-like monstrosity flops beneath the waves at last, Gall lowers his sling and tucks it back into his belt. If nothing else, that was exciting. He shouts across to the others, "Aye, hold onto that great beast. I reckon I can come up with a proper way to cook 'em up good. Might use it as a treat for the crew to get us some more friends." That done, he slogs back into the water to drag the one Harmony slew onto the beach before diving back in again.
One crab down, two to go. He sets to work trying to get his last two before working to help anyone else struggling to fill their pots.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Survival: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Survival: 1d20 + 10 ⇒ (6) + 10 = 16
Done! All of the rolls below are Aid Others which can be allocated as necessary depending upon what's needed.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Survival: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Survival: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Survival: 1d20 + 10 ⇒ (7) + 10 = 17
Luckily, he snags his last pair of crabs quickly and tucks them into the pot. All that is left afterward is working with the others to try to help meet their quota.

Harmony Leading |

Perception: 1d20 - 1 ⇒ (6) - 1 = 5
Survival: 1d20 - 1 ⇒ (1) - 1 = 0
Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Survival: 1d20 - 1 ⇒ (7) - 1 = 6
Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Survival: 1d20 - 1 ⇒ (7) - 1 = 6
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Survival: 1d20 - 1 ⇒ (15) - 1 = 14
Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Survival: 1d20 - 1 ⇒ (12) - 1 = 11
Harmony has a very slow start, not managing to spot any crabs for the longest time. While failing, she makes some idle chatter. "I'm not big on zoology, does anyone know what those things are?" she points to the reefclaw carcasses. "I'm pretty sure they aren't sharks, whales or dolphins of any kind, but my knowledge on sea creatures runs into a wall after that. Are they some kind of giant eel?"
Towards the end of the day, however, Harmony manages to catch up, running into a good streak and catching two crabs without needing any help. Her pot is full!

Artevious de Poisson |

@GM: Sorry, I didn't realize the difficult terrain. So yes, that would have been what I'd have done, although I can always add a bit of Panache to it! (Class feature, adds 1d6 to certain skills).
I was able to avoid the strange creature's pincers as I danced around it to get it the best position, but I was completely unable to land a telling blow. Esmarelda, though, was able to take advantage of the openings I presented and caused it considerable damage herself. Most intriguingly, she was able to cast a bit of magic and threatened the beast with both spell and steel. However, its final wound was caused by a timely strike from Gall's sling from the other sandbar, his group having finished the creature's mate.
I sheathed my trusty cutlass, although I may have to rethink that adjective, since I had not managed to land an effective blow that fight. We still had crab pots to fill, though the crustaceans apparently were able to supplement our catch.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Survival: 1d20 - 1 ⇒ (5) - 1 = 4 fail
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Survival: 1d20 - 1 ⇒ (19) - 1 = 18 success!
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Survival: 1d20 - 1 ⇒ (20) - 1 = 19 success!
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Survival: 1d20 - 1 ⇒ (2) - 1 = 1 fail
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Survival: 1d20 - 1 ⇒ (19) - 1 = 18 success!
With a bit of effort, I believe I started to get the hang of catching crabs.

GM Besmara |

Perception: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Perception: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Perception: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Perception: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Perception: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Perception: 8
Survival: 15
Perception: 21
Survival: 9
Perception: 9
Survival: 21
Perception: 19
Survival: 9
Perception: 10
Survival: 11
While Cueta and Gall make quick work of finishing off filling their pots, it takes Harmony and Artevious slightly more effort. However no one, it would seem, struggled as much as Esmarelda. Even with the help of both Cueta and Gall, she only manages to catch one more crab, leaving her one short of a full pot.
With luck, bringing back the reefclaws will make up for it. Of course, Plugg and Scourge are always looking for a reason to whip anyone...
As much as anyone would wish to stay longer, a flare signalling you back goes up from the ship.
You can all take 10 on the swim, so I'm going to go ahead and skip over the swim back.
~ ~ ~
Once back aboard, everyone comes to see the haul you brought in. Even Captain Harrigan.
"This pot has only got two crabs!" roars Plugg when he inspects the catches. "Ya didn't finish the job!"
"Ah, shut up, ya bilge rat," Harrigan shoots at Plugg. "Reefclaws'll make up for it. Well done. Here." Harrigan plucks a potion from his belt and tosses it to Artevious who has no problem catching it.
"A reward for your efforts," the Captain explains. "Now get those down to Fishguts!" he orders before heading back to his cabin.
Plugg eyes you all with a look that should have dropped you all dead, a promise that you'll pay written in the sneer on his lips. "You heard him! Get those down to Fishguts! Make it fast or it'll be whippin'!"
Night actions can start now. So little is left in the work day that you really have nothing to do, nothing that requires a check anyways. Some last moment rope tying and water boiling, but that's about it so no point in drawing it out with checks.
For dinner tonight? Crab. Seems the officers and captain got the reefclaw... too bad.

Gall the Half-Giant |

Their return to the Wormwood is not quite as warmly welcomed as Gall had expected, but at least a lashing is not in order. Yet. For the time being, he gives his companions a nod as he makes his way down to the galley to deliver crab and reefclaw alike to Fishguts. Perhaps he will be able to snatch a few scraps of the bizarre creature to share among his friends. Only time will tell.
If he has a hand in preparing the reefclaw at all, Gall will try to cut the creatures up a bit sloppily to spare just a bit of meat. If not, oh well. Maybe next time.
At dinner, he takes a moment to prod Harmony with his elbow as gently as he can. "'Ey, lass. Those were some good swings out there. Well done, lookin' after Cueta. Ye think I might ask ye a favor?" After a pause for thought, he amends, "Two favors, rather. First of which bein' that ye ought to see if ye can't tell the crew a tale of our bravery and skill and whatnot. Braggin's an art form aboard a ship and I ain't got the gift, I'm afraid."
He stretches a bit in his seat, enjoying the feeling of brine on his skin even long after they have gotten dry. It feels like home, more than anything else, and he takes a sip of his grog with an idle smile creasing his features. Home with good food, great stories, and better friends. What more can one ask for? Oh, right. That other favor.
"Ah, and fer the second one," the half-giant continues belatedly, his smile turning a tad sheepish. His volume lowers just a bit as he leans in conspiratorially toward the woman, apparently not wanting others to hear. "Ye mind, err. Puttin' in a good word with Rosie for me? Don't have to be today or nothin', but I'd appreciate it."
-----------------------------
Later on in the evening, Gall finds his way back to his favorite pass-time. Lobbing the old hog, or bizarrely wrapped and grease-coated lead ingot in this case. He squares up to the starting area and hefts the hog, tossing 10 gold down in challenge. "Come on, lads! Which among ye thinks ye got what it takes? I still ain't been beat yet!"
Hog Lob: 1d20 + 6 ⇒ (11) + 6 = 17

Harmony Leading |

Harmony seems a little zoned out upon return to the ship, and doesn't pay much attention to the bounty being delivered, nor the exchange between Harrigan and Plugg. She notices it and files it away for future reference, but just doesn't find it in herself to care right now, as she's a bit exhausted by the adventure on the reef. When Gall approaches her, she gives a little shrug at the compliment. "Well, you know, it wasn't bilge water so I didn't mind stepping into it", she makes a reference to the time when she had stayed out of the fight with the rats, just hanging out on the ladder. "Long as you give me clean water to fight in, I don't mind contributing. Keep that in mind when choosing the next places to fight for our lives", she jokes as if Gall had any choice about it. As for the favors, Harmony nods her head, "Of course, what do you need?"
Upon the first request, the woman chuckles lightly. "You know what, I might have done that anyway, so I'm not going to even count it as a favor. So, reefclaws, huh. I've heard of them but never actually seen one up close before. Just some badly drawn pictures. Let's see how this crew takes to being educated a little bit. I'll make sure to emphasize their immense strength, savage prowess, the razor-sharp claws barely missing you by an inch." After all, the more epic the enemy, the more epic the victory.
But when Gall's topic turns from the reefclaws to Rosie, Harmony's smile widens from a slight one to a big one. "Oh that's interesting. A size difference fetish, is it? Not one of the more discussed ones, but a very common one all the same." She gives a firm nod of her head, clearly on board for this arrangement. "Absolutely, I have no problem having a chat with little Rosie. I'll find out if she would be...shall we say, receptive."
For her night activity, Harmony will focus on Gall's first request, regaling the ship's crew with a tale of valiant adventure on the coral reef, heavily emphasizing how beautiful the reef was. She knows that sailors aren't usually some of the most artistically or aesthetically minded of people, so she knows she's going to have an uphill battle getting them to really imagine something truly beautiful. Nonetheless, she does her best describing the vivid colors, the complex formations, the schools of multicolored fish darting among the coral forests, trying to convey some of the splendor to this rough group. And after she has set up the allure and grace of the environment, she then paints a picture of wild, savage predators crashing into the scene, shattering the serenity. Her voice, tone and timbre fluidly move from the equivalent of ambient music to the equivalent of thrash metal, conveying the radical shift. She downplays her own success in slaying one of the reefclaws and describes it as a team effort, emphasizing that if they hadn't worked together, they would surely all have perished under the onslaught of the vicious, brutal attackers. She punctuates the story with an ending moment of levity, how upon the heroes' triumphant return to the ship, Plugg complains that, despite bringing back two enormous reefclaws extra, they were missing one piddly crab. She tries to depict Plugg as a humorous sitcom type boss figure who always complains and is never happy about anything.
Performance (oratory): 1d20 + 10 ⇒ (15) + 10 = 25

Cueta Guiding Star |

Cueta stands attentively as Harrigan addresses the group, and even smiles as he tosses Atrevious the potion. Perhaps they can get rid of Plugg through Harrigan, if they prove themselves valuable enough...
The deckhand makes sure she gives Plugg a proper scowl as he dismisses Cueta and the rest belowdecks to Fishguts, but otherwise keeps her thoughts to herself.
Dinner is good, and Cueta greatly enjoys Harmony's story, amazed at how the storyteller makes the reef sound even more beautiful than it was. The sailor guffaws long and hard at the climax of the tale, nodding her head enthusiastically at Harmony's depiction of Plugg.
Unable to help herself, Cueta interjects at the end of the tale. "You all know why they call him "Plugg," right? Cause he's full of gas. I think he forgot to put it back tonight, for when he bent over to examine my pot of crabs..." Cueta bends over, and as she does so, puts her mouth into the crook of her elbow and blows a long, wet, loud raspberry. "If we ever need to get somewhere fast, pull Plugg's pants down and remove his plug - sailors all over the Shackles will tell tales of the wind that powers our sails!" Raising her nightly cup of Grog, Cueta shouts a toast to the crowd. "To Plugg and the Wormwood! The fastest - and smelliest - ship on the Fever Sea!"
Night action = aid Harmony's oratory. Seems like the right crowd for fart jokes.
aid oratory: 1d20 ⇒ 15

Artevious de Poisson |

I tipped my hat after accepting the bottle from Captain Harrigan. It was certainly a prize boon from the captain, who had heretofore been disinterested in our progress as pirates. Then a thought struck me: One potion to be shared amongst the five of us, seemed, well, odd. All five of us risked life and limb, but only one of us was to be healed? Was he trying to foment discord amongst our merry band?
I decided to accept it as the gift that it was, and that it would go to whomever had a dire need. After all, it would be quite unseemly for my pirate adventure to be cut short by an unlucky, well, cut.

Gall the Half-Giant |

"Oh that's interesting. A size difference fetish, is it? Not one of the more discussed ones, but a very common one all the same." She gives a firm nod of her head, clearly on board for this arrangement. "Absolutely, I have no problem having a chat with little Rosie. I'll find out if she would be...shall we say, receptive."
The half-giant's cheeks tint a slight pink at the mention of his fetishes and he gives another self-conscious chuckle. One hand draws up to scratch at his beard if only to give him something to do with his hands. "Heh, I reckon it's a bit more'n that. But I'd be lyin' to ye if I said that weren't at least a part of it. I ain't gonna sit here and gush to ye like a bonny lass, ye take my meanin'," he finishes in a rush, more than a bit out of practice talking about his feelings. Those are the sorts of things that the type of sailor he has been for years keeps very well hidden under layers of gruff machismo.
When Harmony says she will help though, he breaks into a bright, genuine smile and claps her on the back a bit harder than is wise. "Ah, yer a saint, lass. I could kiss ye, I could-- Ooh, sorry! Didn't mean to hurt ye none, I just got a bit excited there. Don't know me own strength sometimes."
-------------------------------------
Later in the evening after his game of hog lob, Gall returns right in the middle of Harmony's tale. He goes from boisterous, regardless of whether he won or lost, to silently attentive as he seats himself with Cueta. Harmony's story telling is certainly an art form, the likes of which he is not exposed to often. While he may not be much of one for literature or poetry, he loves a good yarn. Even to the point of laughing uproariously at Cueta's addition to the end of it.

GM Besmara |

Gall
Cog takes Gall up on his game, though by now everyone is wary on betting against the giant man. Even Cog isn't willing to put down much.
CMB: 1d20 + 4 ⇒ (4) + 4 = 8
As usual, Gall easily beats his opponent. Unfortunately, Gall only wins an additional 2gp 5sp. Seems everyone's on to his tricks...
Harmony and Cueta
Between the pair of you, you have the crew in stitches by the end of the performance. It's unlikely Plugg will get away without a few fart jokes thrown his way over the next few days. Not to mention take away some of the psychological power of his threats over shoddy work. There's power in words, after all.
All
The next morning you awake to the usual sounds of orders being barked and sun hitting you in the face from one of the portholes. It's clear sailing with no planned stops for the next couple days, giving you all plenty of time to relax back into the usual routine.
Two days of mundane routines that lack events unless you all do something incredibly daring!
Artevious
Rigger Task: 1d6 ⇒ 6
Mainsail Duties: Tough work raising and lowering the mainsail. DC10 Profession(sailor) or Strength check, and a DC10 Constitution check to avoid fatigue
Rigger Task: 1d6 ⇒ 3
Upper Rigging Work: Work in the upper rigging. Three DC10 Climb checks to reach the rigging 50ft up, and a DC10 Profession(sailor) or Dexterity check
Gall
Cook's Mate Task: 1d6 ⇒ 6
Fishguts' Sobriety: 1d2 ⇒ 1
high = sober, low = inebriated
Cooking: Assisting in preparing the day’s meal. DC15 Profession(cook) or Intelligence check
Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. DC10 Profession(cook) or Survival check
Cook's Mate Task: 1d6 ⇒ 1
Fishguts' Sobriety: 1d2 ⇒ 1
high = sober, low = inebriated
Cooking: Assisting in preparing the day’s meal. DC10 Profession(cook) or Intelligence check
Esmarelda
Swab Task: 1d6 ⇒ 5
Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins. DC10 Acrobatics check, and DC10 Constitution check to avoid fatigue
Swab Task: 1d6 ⇒ 1
Man the Bilges: Vile and sweaty work cleaning out the bilges. DC12 Strength check, and a DC10 Constitution check to avoid fatigue
Working Diligently
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Constitution: 1d20 + 4 ⇒ (2) + 4 = 6
Strength: 1d20 + 4 ⇒ (9) + 4 = 13
Constitution: 1d20 + 4 ⇒ (7) + 4 = 11
Cueta
Swab Task: 1d6 ⇒ 4
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. DC10 Profession(sailor) or Strength check, and a DC10 Constitution check to avoid fatigue
Swab Task: 1d6 ⇒ 5
Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins. DC10 Acrobatics check, and DC10 Constitution check to avoid fatigue
Harmony
Swab Task: 1d6 ⇒ 5
Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins. DC10 Acrobatics check, and DC10 Constitution check to avoid fatigue
Swab Task: 1d6 ⇒ 1
Man the Bilges: Vile and sweaty work cleaning out the bilges. DC12 Strength check, and a DC10 Constitution check to avoid fatigue
As expected, Plugg has more than a couple jokes made behind his back. Even the other officers are blowing raspberries at him. The crack of his whip even gets less of a jump out of the crew.
When Harmony and Esmarelda head down to the bilges on the second day, Ratline scurries up to them and warns them to be careful, because the bilges are still haunted by ol' Jakes. Apparently, their's been some thudding and scratching heard at all times of the day.

Cueta Guiding Star |

Perhaps it is the lingering effects of the battle the day before, but Cueta cannot find much enthusiasm for her work, or for any nighttime activities. Dog tired at the end of each day, she barely stays awake during mealtime, and retires to her cot soon after.
The days however, bring some events of interest. On the first, Cueta ducks away from her belaying work to head below decks and visit with Grok.
"Oy. Heh there, Grok. You got a blade in that arsenal of yours? Or a spear? Something I can wield in one hand?"
Cueta spreads 5 gold out on the counter. It wouldn't be a great weapon for the gold she could spend, but it would do if she got caught in close spaces.
Can't afford a rapier, so I'm looking for a spear, shortspear, brass knife, brass knuckles, dagger, or morningstar.
On the second day, Cueta approaches Cog, pulling her shirt up to show the scars on her belly from the reeflcaw attack.
"Oy. Lookit this here, eh? Fresh one from our fishing trip. That bugger gutted me like a sea bass! My guts were all coming out, like a pile of loose rope..."
On she goes, describing the excruciating pain she was in, the blood and viscera, all with plenty of embellishment, in hopes that Cog will be impressed.
The days' work is easy enough, and despite her tired condition Cueta has no issues with doing it properly. As she works, Cueta keeps an eye on the officers. If any of them seem distracted, she'll try and lift his or her keys...
Day 1
Day actions: shop, work. Night action: sleep.
sailor: 1d20 + 7 ⇒ (5) + 7 = 12
con: 1d20 + 1 ⇒ (1) + 1 = 2
Day 2
Day actions: work, influence Cog. Night action: sleep.
acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22
con: 1d20 + 1 ⇒ (8) + 1 = 9
intimidate Cog: 1d20 + 4 ⇒ (17) + 4 = 21
If the chance presents itself, Cueta will try to lift an officer's keys.

GM Besmara |

85% or higher provides opportunity
Odds: 1d100 ⇒ 91
Officer: 1d12 ⇒ 9
Kipper
Cueta Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Perception: 1d20 + 1 ⇒ (8) + 1 = 9
Sleight of Hand: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Cueta
Eh, I got a cutlass if ya know how to use 'em. Other than that, I mostly got saps and daggers," Grok says, unlocking the crate with the weapon stores in it. She pulls out each of the three weapon varieties and sets them out for Cueta's inspection.
Items are sold for standard cost here, so whichever you pick, deduct the price from your gold
On the second day, Cog seems quite impressed with Cueta's scars, and lifts his own shirt to show off his own. The pair spend some time exchanging scar stories, with Cog trying to one up her each time to maintain his man-card.
As Cueta keep an eye on the officers, she notices that Kipper, the Gunner's mate and a known bootlicker of Plugg and Scourge, seems particularly careless with his set of keys. There aren't as many on his as some of the other officers, but it's better than none. When he puts them down on a crate while tying his shoe, Cueta is able to casually walk by and pinch them before he has a chance to see.
There are three keys on the ring, one you can recognize as the same type used to open up a personal locker, and the other two are likely for doors on the ship, though what doors they are for would require some risky trail and error, or someone who specializes in locks and such.
Congrats! You have keys!

Harmony Leading |

Day 1: Passing Messages
Acrobatics DC 10: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13 Daytime Action: Work Diligently
Constitution DC 10: 1d20 + 1 ⇒ (8) + 1 = 9 Nighttime Action: Sleep
Day 2: Bilges
Strength DC 12: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13] Daytime Action: Work Diligently
Constitution DC 10: 1d20 + 1 ⇒ (11) + 1 = 12 Nighttime Action: Influence Rosie
Diplomacy on Rosie: 1d20 + 18 ⇒ (9) + 18 = 27
Harmony is pretty busy with work for these two days, running back and forth passing messages on the first day, then down in the bilges for the second one, which is by far her least favorite work of all. By the end of the second day, however, she manages to get a bit of free time, and starts working on the promise he made Gall, namely chatting up Rosie Cusswell. She tries to get to know the halfling a little bit, particularly inquiring about her romantic history, whether she's got a sweetheart at some port, what they're like and so on, just generally trying to get a feel for her preferences. After a while of that, she starts occasionally making subtle references to Gall and tries to gauge Rosie's reaction to the half-giant, how she feels about him.
Sense Motive on Rosie: 1d20 + 5 ⇒ (14) + 5 = 19

Gall the Half-Giant |

Cooking: Assisting in preparing the day’s meal. DC15 Profession(cook) or Intelligence check
Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. DC10 Profession(cook) or Survival check
Day 1
Day action: Search the galley.
After yesterday's fiasco at the reef, Gall tries to throw himself into his work if only to distract himself. Cooking is far from glamorous, especially aboard a pirate ship, but at least it gives him plenty of time to think. Both about their fight the other day and the way that this whole pirate life is panning out.
For a lass who's so against fighting, Harmony's all sorts of skilled with a spear. Or maybe that were just a lucky shot.
Chop, chop, chop.
Wonder what the kinda food's like where Cueta's from. Ain't never been to the Expanse.
Skin, gut, de-bone.
Who brings a fiddle on a pirate ship, anyway? It's good the wee thing's pretty or-- Oh, wait. No. We were press-ganged. Right.
Stir, stir, stir.
Where the bloody hell did I put that ladle? Hope Fishguts ain't trying to use the damn thing as a back scratcher again.
By the end of the day, he has managed to craft at least a passable impersonation of a honeyed ham banquet. He only has so much at his disposal to use, but he thinks he does a fairly good job. And since Fishguts is too drunk to offer any critique, there is no one around to tell him otherwise. Except potentially Scourge and Plugg later on. Throughout the day, he pokes around the galley in search of something that might be of use to barter for a bit of cash. Or, barring that, some halfway decent booze to share with his friends.
Survival: 1d20 + 10 ⇒ (5) + 10 = 15
Cook: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Night 1
Night action: gamble on arm wrestling.
Later in the evening, Gall decides to try his luck with arm wrestling, instead of the usual. People seem to be catching on with his luck at hog lob, so it is clearly time to switch things up. He settles himself in beside his opponent and sets 10 gold on the table beside his arm. Sooner or later, his gambling is going to catch up to him.
Strength: 1d20 + 5 ⇒ (2) + 5 = 7
And that may well just be today.
Cooking: Assisting in preparing the day’s meal. DC10 Profession(cook) or Intelligence check
Day 2
Day action: work diligently.
The next day goes much the same as the first, though Gall does try to put a bit more effort into his work this time. Hopefully he can do a bit better today, even if it is not a special occasion?
Cook: 1d20 + 2 + 1 + 4 ⇒ (2) + 2 + 1 + 4 = 9
Not looking likely. At least he tried.
Night 2
Tonight, rather than competing himself, he elects to gamble a few gold on one of the other crew members. Maybe he can make his money back purely based on luck, so he bets only 5 gold this time around. Depending on who is competing and who he thinks has the best chance at winning, he will bet on that person.
Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4 To determine who is best to bet on.

Artevious de Poisson |

It was back to more work on the Wormwood after the pleasant diversion of catching crab and the nasty-but-tasty crustaceans upon the reefs.
Profession (sailor): 1d20 + 3 ⇒ (20) + 3 = 23
Constitution: 1d20 + 1 ⇒ (5) + 1 = 6
I believe my canny seamanship was quite admirable, but despite my sure-handedness with the mainsail, it left me quite taxed for that evening. I decided to turn in early to be refreshed and renewed for the next day.
Climb: 1d20 + 5 ⇒ (15) + 5 = 20
Climb: 1d20 + 5 ⇒ (10) + 5 = 15
Climb: 1d20 + 5 ⇒ (6) + 5 = 11
Dex: 1d20 + 5 ⇒ (16) + 5 = 21
That following day had me heave-twoing in the upper rigging. With little difficulty I was amongst the ropes and skillfully performing my tasks.

Cueta Guiding Star |

Cueta takes back three gold off the table. "I'll take the dagger. May be back for the cutlass in the future. Thanks, Grok."
----------
Cueta ducks her head and pockets the keys quickly, walking below decks as casually as she's able, and then immediately down to the bilges. Smiling at Harmony and Esmarelda, Cueta pulls the keys from her pocket and jangles them. "Oy. We've got keys to the ship. Don't ask where they came from, and don't mention this to anyone 'cept Gall and Arty. What shall we do with 'em?"
For the time being, they go into the bilge hiding spot along with Jakes' amulet.

GM Besmara |

Harmony
Rosie is always a foul mouth, but somehow manages to still come off as a friendly person to her friends. "Hey, ya storytellin' cunt!" she exclaims when Harmony finds her. They get talking and Rosie is not shy about her relationships or sexual exploits. She even seems boastful, bragging of over twenty men in the last three years! And of course she takes some time to complain about the unwanted attentions of "That f#+$in' gnomish bastard," Conchobhar Shortstone. When asked about Gall, she merely shrugs. "Don't know the f$@@er well. Big strong, b~@~&es gotta like that I suppose. But did ya see the way I took that a+@@~ down in arm wrestling last night? Ha! Why ya ask? Shit, ya got a wee bit of a crush on 'em there, Harmy?"
As far as Harmony can tell, Rosie likes him just fine though doesn't know him well to have much of a well formed opinion yet. Most of what she knows is pretty generic and superficial.
Gall
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Crew Member 1: 1d22 ⇒ 12
Crew Member 2: 1d22 ⇒ 2
Gall's Bet: 1d2 ⇒ 1
Event: 1d3 ⇒ 2
While preparing the meal, Gall notices the knife he's been using is a bit oddly shaped, and very well made. Closer inspection of the utensil reveals that it's actually a very well made dagger that Fishguts has been using as a butcher's knife!
Gall found a masterwork dagger
The first night, who but Rosie would challenge Gall to an arm wrestle? Apparently she's determined to best the giant despite her impaired stature.
Strength: 1d20 + 3 ⇒ (16) + 3 = 19
"Thanks for the f!%#in' gold, mate!" she says, holding up her rum in triumph before guzzling it down. How she stomachs that so well is beyond anyone's understanding.
Gall looses his 10gp
The night he opts to bet on someone else to feed what is apparently becoming an addiction, he finds himself putting his money on Fipps Chumlett, a fat and balding man who is more than a bit pushy. He goes up against Cog in a game of Hog Lob. Apparently when gall isn't competing, other people are more likely to try their luck!
Fipps CMB: 1d20 + 3 ⇒ (12) + 3 = 15
Cog CMB: 1d20 + 3 ⇒ (18) + 3 = 21
Seems Gall is on a losing streak as Cog tosses his hog like a champ and Fipps' throw falls short.
Gall looses another 5gp
Artevious
Any day or night actions to go along with those?

Esmarelda Valarie |

First night action is sleep.
Before heading to bed the next night Esmarelda sought out Jack. She had recalled their conversation about his work and the comment she had made about penning Artevious's books got her thinking. "Hey Jack, you remember when I asked you about commissions? I was wondering if you can make it into the handle of a pen?" She asked. "Or if you could make the whole pen out of it, that would be amazing." She said with a smile.

Harmony Leading |

"Who knows, a girl has to look over her options, and I'm certainly not into Plugg in that way, if you know what I mean", Harmony shrugs to Rosie with a hint of a smile, then raises her hands up defensively. "Not that I'm judging anyone who gets their jollies from whipping, but it just isn't for me, you know. A nice candlelight dinner and some respectful treatment will win this girl anytime. I dunno, I suppose from the way you talk, you must not be big into that hearts and flowers type of thing." She tries to carry on the conversation to weasel out some clues on how Rosie would prefer to be wooed, so that she might pass on some pointers to Gall. Does Rosie prefer what, bowling? Fishing? Walks under the stars? Poetry? "I suppose you have to be into music at least a little bit, considering how important that fiddle seemed to be. You like it if guys sing? Play an instrument?" And so on and so on, verbal fishing for anything, anything at all, that might provide Gall with an edge.

Artevious de Poisson |

Sorry! I intended to go back through and figure out who hasn't been made friendly yet, but I haven't had the time yet. Is there a list somewhere?

GM Besmara |

Sorry for the delay. Thursdays are rough as I have a night class, then I'm out the door at 6am the next morning. I'll get a post for moving on tonight if it kills me.
Esmarelda
"Don't know where ya'd find all the bits for a pen 'round here. Not that I even know what that'd all be, but I could probably make a casing for one. Never actually tried, to be quite honest," Jack said, scratching at his scruffy chin.
Harmony
"Singin' fellow prolly ain't too f#**in' bad, but it don't mater much. I'll out do 'em to shit with my fiddle anyways. I like my men rough, tough, and maybe with a bit of some sick ass ink, ya know? But smart. Don't wanna be talkin' to no f++~in' bricks. And loyal. No screwin' around with other b+++&es, yeah?" Rosie explains.
Artevious
I don't have a recent list, but I'll compile one for you when I get home this afternoon. I'd do it now, but I need my book. Feel free to leave it generic and pick the NPC when I get that list up.

GM Besmara |

The sun rises over the ocean, waking the crew of the Wormwood for yet another day of toil under a pirate's flag. But today is a little different; it's time to train up the new recruits as more than just free labour.
Today the newest members will be practicing boarding techniques under the watchful eyes of Riaris Krine, the ship's master gunner. Typically she'd be assisted by Kipper, but for some reason he's been put in the proverbial doghouse by the other officers and is busy at work in the bilges.
Riaris Krine herself looks like a well salted seadog. She's got dark, leather skin from years of work under the sun, a nose that's got the look of being broken about ten times too many, and a peg leg to replace one that had been shot off by a wayward catapult shot. To top it off, she's the only person who could give Rosie a run for her money when it comes to foul language.
"Alright, you shit heads, listen up! Today you'll be learning the basics of boarding, though I doubt you f~~~ers will actually manage to grasp the concept. Any lip will get a tooth knocked out, so keep your f%ing traps shut and focus on your work," she barked as a few crew members lowered the jolly boat down to the water. "We'll start with grappling, then move you cunts onto climbing. I shit you not, if you start drowning I'll personally see to it that your b$~@@-ass stays drowned."
With that all said, she gestures for you all to follow her down the rope ladder to the little boat now floating next to the Wormwood. Once everyone is settled in the boat, she hands you each a grappling hook and shows you how to loop the rope properly through it. It's a simple enough task that no one seems to struggle with it.
"Alright, dick-shits. Now get those hooks latched onto the Wormwood's rail, then shimmy up to it. Oh, and to give you a challenge, I've got a handful of the crew to chuck some shit at you. You know, to really simulate a boarding," she says with a mocking laugh.
By now, you've drifted a good 40ft from the Wormwood, making the task a bit of a challenge!
So you'll be throwing this grappling hook at a -6 penalty to account for distance. The railing is at an AC5. You then tie off the rope (no check, just a thing you do) and start to shimmy up the rope with a Climb check at a DC15. You'll need to make a total of five successful Climb checks to make it back to the Wormwood. Each of you will have a random chance of being struck with some debris being thrown by the crew still aboard the ship and will need to make DC10 Reflex saves to avoid being knocked into the water.
Artevious: 1d3 ⇒ 1
Distance: 1d5 ⇒ 2
Cueta: 1d3 ⇒ 1
Distance: 1d5 ⇒ 2
Esmarelda: 1d3 ⇒ 2
Distance: 1d5 ⇒ 3
Distance: 1d5 ⇒ 3
Distance: 1d5 ⇒ 1
Gall : 1d3 ⇒ 2
Distance: 1d5 ⇒ 4
Distance: 1d5 ⇒ 2
Harmony: 1d3 ⇒ 1
Distance: 1d5 ⇒ 4
Artevious
You'll need to make a DC10 Reflex check after your second successful Climb check.
Cueta
You'll need to make a DC10 Reflex check after your second successful Climb check.
Esmarelda
You'll need to make a DC10 Reflex check after your first and third successful Climb checks.
Gall
You'll need to make a DC10 Reflex check after your second and fourth successful Climb check.
Harmony
You'll need to make a DC10 Reflex check after your fourth successful Climb check.
If you fail the Reflex save or the Climb check by 5 or more, then you fall into the water. The water is still enough that no check is needed to get back to the jolly boat. You can make a total of three attempts before Riaris gives up on you. To keep things simple, I won't bother with rerolling how many times or where the Reflex saves need done if you do end up falling, so it'll be identical attempts with the same hazards.

Harmony Leading |

Grappling Hook AC 5: 1d20 + 1 - 6 ⇒ (19) + 1 - 6 = 14
Tie Rope
Climb: 1d20 + 1 ⇒ (16) + 1 = 17 Success 1
Climb: 1d20 + 1 ⇒ (18) + 1 = 19 Success 2
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (14) + 1 = 15 Success 3
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (16) + 1 = 17 Success 4
Reflex DC 10: 1d20 + 3 ⇒ (20) + 3 = 23 Saved!
Climb: 1d20 + 1 ⇒ (20) + 1 = 21 Success 5
Total: 8 Climb checks duration
Harmony does much better than she expected. While preparing for the exercise, she seemed quite down on her chances, self-deprecating although in a good-natured, joking manner. As it turns out, however, she has no problem snagging the railing with the grappling hook, and then, starts making decent time on the rope. When the debris is chucked at her, she manages to make quite an acrobatic dodge, making a full circle spin around the rope before resuming climbing. Only moments after that dodge, she leaps over the railing back onto the ship. "Something like this, sir, ma'am?"

Cueta Guiding Star |

grappling hook: 1d20 + 4 - 6 ⇒ (7) + 4 - 6 = 5
climb: 1d20 + 6 ⇒ (5) + 6 = 11
climb: 1d20 + 6 ⇒ (12) + 6 = 18 Success!
climb: 1d20 + 6 ⇒ (3) + 6 = 9 Failure!
climb: 1d20 + 6 ⇒ (11) + 6 = 17 Success!
climb: 1d20 + 6 ⇒ (7) + 6 = 13
climb: 1d20 + 6 ⇒ (6) + 6 = 12
climb: 1d20 + 6 ⇒ (10) + 6 = 16 Success!
reflex: 1d20 + 4 ⇒ (7) + 4 = 11 Reflex Sucess!
climb: 1d20 + 6 ⇒ (8) + 6 = 14
climb: 1d20 + 6 ⇒ (14) + 6 = 20 Success!
climb: 1d20 + 6 ⇒ (5) + 6 = 11
climb: 1d20 + 6 ⇒ (20) + 6 = 26 Success!
climb: 1d20 + 6 ⇒ (12) + 6 = 18 Success!
Today will be a good day, Cueta thinks, grinning as Krine goes over the basics of boarding. Pacing in anticipation, the deckhand barely pays attention. How hard could it be, really? "Oy, its time to be fookin' pirates, mates!"
The grapple toss almost fails, just managing to hook the rail, but tying the rope off is easy enough, and Cueta is off, climbing the rope quickly. She gets too overconfident though, and pushes herself too hard, slipping about ten feet up and landing, backfirst, into the Fever Sea.
The second attempt goes better, and despite being hit square in the face with a bug-infested sack of flour, Cueta makes her way up the rope, methodically, where she joins Harmony on deck.
Raising an eyebrow to the storyteller, Cueta smirks, her face and hair streaked with flour and sweat. "Reefclaw killer, master-boarder, tale-spinner. You're a godsdamned Andoran secret agent, aren't you?"

Harmony Leading |

"I could tell you, but I would have to kill you", Harmony answers deadpan.

Gall the Half-Giant |

Grappling Hook: 1d20 + 2 - 6 ⇒ (1) + 2 - 6 = -3
Grappling Hook: 1d20 + 2 - 6 ⇒ (7) + 2 - 6 = 3
Grappling Hook: 1d20 + 2 - 6 ⇒ (8) + 2 - 6 = 4
Grappling Hook: 1d20 + 2 - 6 ⇒ (13) + 2 - 6 = 9
Climb: 1d20 + 7 ⇒ (3) + 7 = 10
Climb: 1d20 + 7 ⇒ (1) + 7 = 8
Climb: 1d20 + 7 ⇒ (4) + 7 = 11
Climb: 1d20 + 7 ⇒ (10) + 7 = 17
Climb: 1d20 + 7 ⇒ (18) + 7 = 25
Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
Climb: 1d20 + 7 ⇒ (19) + 7 = 26
Climb: 1d20 + 7 ⇒ (6) + 7 = 13
Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Though Gall initially is just as enthusiastic as Cueta, it does not last. Naturally following from a lackluster start, Gall fails to hit the edge of the boat with the grappling hook a grand total of three times. Only on the fourth does he manage to find purchase, and soon after that the sweat from his efforts sends him straight into the drink.
The second try sees him a grand total of halfway up the rope before he is beaned in the noggin by a broken metal flagon. Shock causes his grip on the rope to slip and he swiftly finds himself dunked again. His third and final try is not much better, as a head of rotten cabbage splatters across the side of his face. Fortunately, the sea water is there to wash all of that nastiness off. By the time he hauls himself back into the jolly boat, he looks like a drowned rat that is seven different shades of pissed off. For the moment, he is content to glower and sulk to himself as griping to anyone else will hardly fix things now. Still, it does not bode well for his attitude for the rest of the day.

Artevious de Poisson |

I could barely contain my excitement. We were finally going to be practicing actual pirate activities! The quintessential task of being a pirate is crossing the briny gulf from the attacking vessel to the prize ship, in order to wrest control of the helm. 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. 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 wondered when Miss Krine will teach us that.
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?
I winced as Harmony, Cueta and Gall dropped into the water, although Cueta was able to recover and make it on another try. Taking my turn next, I accepted the grappling line from Miss Krine 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 ⇒ (14) + 6 - 6 = 14
Climb: 1d20 + 5 ⇒ (3) + 5 = 8 Splash!
I stepped up after a solid throw and promptly dropped into the water. Again, I must say we were doing this all wrong.
But I was not to be denied. I pulled myself out of the water and started anew, going hand-over-hand up the rope.
Climb: 1d20 + 5 ⇒ (16) + 5 = 21 Success 1
Climb: 1d20 + 5 ⇒ (13) + 5 = 18 Success 2
Reflex: 1d20 + 7 ⇒ (3) + 7 = 10 Saves! (barely)
Climb: 1d20 + 5 ⇒ (13) + 5 = 18 Success 3
Climb: 1d20 + 5 ⇒ (8) + 5 = 13 Not quite, but not falling
Climb: 1d20 + 5 ⇒ (14) + 5 = 19 Success 4
Climb: 1d20 + 5 ⇒ (15) + 5 = 20 Success 5!
When I reached the Wormwood, I stood upon the railing and shouted, "Huzzah!"

GM Besmara |

Harmony, you fell into the water on that 8, so you'll have to start again. When I say five checks to the ship, I mean five checks without falling to cover the distance. Your distance resets when you fall in.

Harmony Leading |

Oh, okay, let me try again! I see it now, I must have missed the part about missing Climb checks by 5 or more. Here we go:
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Climb: 1d20 + 1 ⇒ (8) + 1 = 9 Second fail!
Climb: 1d20 + 1 ⇒ (14) + 1 = 15
Climb: 1d20 + 1 ⇒ (14) + 1 = 15
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb: 1d20 + 1 ⇒ (1) + 1 = 2 Third fail!
So instead she fails to board the ship too!

Esmarelda Valarie |

Esmarelda watched the others handled the grappling hooks, mainly keeping her eyes on Cueta since she had done this before. Once they all had a hold of the ship sucessfully she gave it a try.
Grapple Hook: 1d20 + 4 - 6 ⇒ (7) + 4 - 6 = 5
climb: 1d20 + 4 ⇒ (3) + 4 = 7 Nope
climb: 1d20 + 4 ⇒ (14) + 4 = 18 1
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21 Yay!
climb: 1d20 + 4 ⇒ (13) + 4 = 17 2
climb: 1d20 + 4 ⇒ (7) + 4 = 11 Not enough to fall.
climb: 1d20 + 4 ⇒ (9) + 4 = 13 Still not enough to fall.
climb: 1d20 + 4 ⇒ (5) + 4 = 9 Into the waters
climb: 1d20 + 4 ⇒ (20) + 4 = 24 Nice! 1
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5 Fail for the third time.
After securing the rope Esmarelda reached up to get a good hold before she began to climb. Though poor judgement on her part, as she leaned too far and fell off the side into the water.
She climbed back into the boat and tried once again. This time she almost got half way, dodging the things thrown at her and pressing on. Yet after that she couldn't seem to get a good grip on the rope and when she just went for it, she slid right off into the water with a loud splash!
Thus, once again she climbed back into the boat. "Once more! With feeling!" She said as she tried once more. She was able to get a good hold and being her climb, but one of her "fellow" crewmates hit their mark. She let go of the rope to grab her head from the pain and fell off into the waters below. She climbed back into the boat shaking her head. "It would seem I'm a poor pirate." She said with a small sigh a she looked up to Cueta and Artevious and gave a smile. "Think either of you could help me with that?"

Artevious de Poisson |

As I joined Cueta on the main deck, I watched the last of our merry bunch of conscripts attempt to assail the Wormwood. Unfortunately, Esmarelda had the same sort of issues as Harmony and Gall, so it was only myself and Cueta who managed to cross the waves and reach our goal.
I welcomed my crewmates back on board, pleased with my own performance but chagrined that they could not have shared with their own success. At least Esmarelda put on a brave face. I took her hand and returned her smile. "Indeed, I believe it would be my honor."

Cueta Guiding Star |

Cueta grins, her large toothy smile obviously thrilled to see Artevious. "Nicely done, mate!" Nodding to the others floundering below them, her expression turns serious. "Looks like we've got some work to do though, if they're to survive their first boarding."

Harmony Leading |

"What makes you think there's going to be a boarding?" Harmony calls out from below, wringing some water out of her hair with a scrunched up, unhappy face. "Maybe these are nice, friendly pirates, who will salute other ships and invite them over for tea and crumpets? No?" She continues to fix up her appearance, wringing out some more water, this time from her clothes, twisting the fabric of her skirt. "I don't suppose there's an iron on board anywhere...on second thought", she rethinks her words as the mental image of a branding iron comes to the fore of her thoughts, "never mind what I just said."