
GM_DBH |

Jane holds, ready to defend herself if needed this round.
Looks like her weekend posting is as bad as she warned us.
She doesn't have any non-lethal options in her options and so won't do herself any good getting into melee anyway. So to get things moving I'm skipping her.

GM_DBH |

Dorgan casts a Daze on Aretta to take some pressure off Kung.
Aretta. will save: 1d20 - 3 ⇒ (1) - 3 = -2 (-2 thanks to Evil eye)
Aretta stares blankly, swaying on her feet as the spell removes her from the action for a round.
At this level -2 to a save is a real danger! A shame you can't critically fail on saves.

GM_DBH |

Fipps. Is still fleeing. (Round two of the Cause fear)
Jape. Has his blood up and swings again at Kung.
Unarmed strike: 1d20 + 1 ⇒ (10) + 1 = 11 Even with Kung being larger that still misses.
Slippery Syl. Viciously swings at Marnir again.
Unarmed strike: 1d20 + 1 ⇒ (12) + 1 = 13 Hitting.
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Maheem. Scowls at the whole bloody situation and takes off up the stairs, cursing something under his breath.
Hard to hear what he's muttering. Perception checks DC20 if you want to have caught what he said.
End of round two. Marnir you're up again.

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Ghilda hears the coward heading up the stairs uttering something.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Marnir Saltvig |

Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Even above the sound of his heart pounding in his ears, Marnir hears Maheem mutter something as he turns away from the fight.
He turns back to Slippery Syl as her small fist catches him on the jaw. "You're really starting to piss me off!" he growls, and jabs his fist at her midriff.
Unarmed attack + guidance: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Critical threat, roll to confirm
Unarmed attack + guidance: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Critical damage: 2d3 + 6 ⇒ (1, 2) + 6 = 9
The dwarf woman's magic seems to guide Marnir's fist into the pirate woman's gut and he puts all his weight behind the blow, slamming her backwards.

Louisiana Jane |

Sorry. Friends kidnapped me for my bday party Friday. Jane will prepare to cast a Cure light wounds spell on her ally that looks the most hurt.

GM_DBH |

Kung Unarmed strike: 1d20 + 5 ⇒ (11) + 5 = 16 Pounds Jape again with a happy smile.
Damage: 1d3 + 5 ⇒ (2) + 5 = 7
Sending the other Half-orc to the deck in a bruised and bloody heap.
Ghilda's turn, then Jane.
Jane, Kung and Marnir are both hurt, remember your spells are in potion form which you need to be holding to work. You will have to pour the Cure light down their throat.
Louisiana Jane: Hope you had a very happy birthday, and a good party too.

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Ghilda decides that Marnir is far more suited to kicking Syl's ass than she is. With a wave of the hand and then a hand to Marnir's shoulder, "Besmara guides you." Guidance

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Don't let me forget to roll Initiative for Chorley next time! Ha! his bite does 1d3 - 4 dmg lol

GM_DBH |

Jane is ready to use a potion of Cure light on either Marnir or Kung, whoever steps back to receive it gets it.
Dorgan targets the almost rabid looking Slippery Syl with another Daze.
Slippery Syl Will save: 1d20 - 1 ⇒ (13) - 1 = 12 Being crazy obviously helps, but Syl still doesn't save. She's now dazed and loses her action the next round.
End of round three. Marnir you're up.

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Survived the wedding - outdoors, in 90+ degree heat, reception indoors with plenty of adult beverages. A good day.

Marnir Saltvig |

Marnir sees Syl's eyes glaze over and he takes the opportunity to sucker punch the deranged woman, hoping to finally put her down.
Unarmed attack + guidance: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Non-lethal damage: 1d3 + 3 ⇒ (3) + 3 = 6
His fist smashes into her face, and Marnir lets out a roar of triumph. He looks around at the remaining pirates and screams "WHO'S NEXT?!"

GM_DBH |

Kung feels that Aretta hasn't learned the joys of a punch to the face and shares the feeling with her.
unarmed strike: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d3 + 5 ⇒ (1) + 5 = 6
Managing the difficult feat of making her morning even worse.
Ghilda, then Jane's turns. Aretta looks like she really wants to escape, sadly Kung is between her and the stairwell, and she really doesn't want another of those fists in her face.

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To the extent possible, Ghilda avoids an AoO to get within touching range of Kung. "Besmara guides you," after making a gesture with her hand and placing her hand on Kung's leg. Guidance

Marnir Saltvig |

Marnir shivers at the stranger's touch but feels his pain ebb away. He turns to Barnabus. "Thanks friend," he says sincerely but warily.

Louisiana Jane |

Jane watches as those more suited to fight, hit each other with fists. "If you would like some aid, come back to me and i can help." she says.

Marnir Saltvig |

The last of their opponents stands with the same glazed look that the other woman had, and Marnir seizes his opportunity to finish the fight so that they can all get on deck. He strides over to the woman and draws his fist back.
Unarmed strike: 1d20 + 3 ⇒ (2) + 3 = 5
As he launches his blow, the ship rocks violently and he stumbles. Marnir's blow goes wide, and he swears under his breath. "Cursed bloody ship!"

GM_DBH |

I decided to end this before it drags on another day.
Kung finishes Aretta off with cheerful brutality.
1d20 + 5; (19) + 5 =24.
Damage: 1d3 + 5 ⇒ (2) + 5 = 7
Aretta spins around and joins Jape and Syl on the floor.
I think you've tortured her enough Barnabas. :)[ooc]
@Jane. Kung accepts your offered Cure light, so roll how much he gets back please.
Jane, how long does the Enlarge person last?
You take a couple of rounds to go through their possessions, finding a total of 17gp. 23 sp & 13cp. Jape has a throwing axe, cutlass and a dagger. Aretta has a cutlass and dagger. Slippery Syl has 2 daggers and a sap. The rest of their gear is cheap personal items.
Taking their stuff is fine, they picked a fight and lost. The winners get the spoils under the Pirates code. I' ll let you decide who gets what among yourselves?

Barnabus II |

"Take the weapons friends, I already convinced the quartermaster to return mine lest the fates turn an ill omen upon her....let us drag these up so no one gets the lash."

GM_DBH |

You make it on deck with a few seconds to spare.
Mr Plugg is furious, dividing his glare between you, Fipps, who is avoiding everyone's eyes, and Maheem, who is scowling at the world.
While Plugg & Scourge want you isolated and in trouble, there were too many witnesses who saw their cronies start the fight. So he can't punish you for fighting without looking weak.
Barnabas II. Duties: 1d6 ⇒ 5. Today you have lookout duty. A DC10 climb to the top of the mast, and a DC10 perception check as lookout.
Ghilda. Duties: 1d6 ⇒ 4. Today you are hunting leatherback sea turtles off the side of the ship, with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day.
Jane. Duties: 1d6 ⇒ 2. Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
Kung. Duties: 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, 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.
Marnir. Duties: 1d6 ⇒ 3. Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
Dorgan is sent to other duties away from the rest of you.

GM_DBH |

Once again you can choose what you are doing during your days work?
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 area 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 (see below).
Let me know what you are doing?

Barnabus II |

Barnabus once more faces the task of climbing the mast for duties aboard the ship....the magic is realigning within him, but it requires more time....
Carefully he inches his way up
Climb check 1d20 ⇒ 15
Taking 10 if possible
Lookout duties...
Perception 1d20 + 4 ⇒ (20) + 4 = 24
Influence
Influence diplomacy @ TBD 1d20 - 2 ⇒ (19) - 2 = 17.

GM_DBH |

Barnabas, two new crew join the riggers today. One is your old friend Slippery Syl, who eyes you with almost psychotic hatred.
The other is a Dwarf named Tam 'Narwhale' Tate. Named for his enormous nose. He also seems hostile to you.
While you are in the crows nest, Maheem starts working on the ropes near you. He mutters to you out of the side of his mouth. "You shouldn't have wasted your mercy on those three. They love being Scourges bully crew. Be as good to them as you like, they'll take it and stab you in the back with a smile!"
Glancing around to make sure he's not being observed. "Watch out for Slippery Syl especially, she's not right in the head. Kill crazy that one!"
Maheem's attitude towards your party has moved from hostile to indifferent due to your actions this morning.
We'll take it that Maheem was your influence target. You manage to talk quietly to him a few more times during the day. Changing his attitude to friendly towards you. You find out that Maheem has had a long string of bad luck in his life, ending up with him in the Shackles, and having a sour outlook on life. He regards deciding not to join Scourges side and fight you as the first good luck he's had in a long time!

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If we split the gold up equitably five ways (not counting Dorgan), we will each have 3gp, 4sp and 2cp, with 2gp, 3sp and 3cp left over. I am fine with share of 3/4/2 - you guys can have the rest. I also don't need any of the weapons. I guess we can talk tonight after our duties are complete.
Ghilda takes the harpoon, nets and hooks, and begins the day's work searching for leatherback turtles to catch. She will shop in order to see if she can get more of her stuff back from Grok.
Survival: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Ghilda takes pride in having success at catching turtles, but she decides to head below to visit Grok in the quartermaster's store.
I would like to try to get my stuff back - would this be a diplomacy check?

Marnir Saltvig |

Marnir bends to swipe a dagger from Syl as he heads up to the deck, giving her a none too gentle kick in the ribs as he walks past her prostrate form.
Set to work by the officers, Marnir spends his day cleaning the deck. He riles at being forced to do such menial work of the sort normally done by thralls back home in the Ironbound Islands.
As he works, he strikes up a conversation with a young deckhand who gives his name as Jack.
"What do you know about this Scourge? He seems like he need to be taught a lesson in how to lead."
I'll use my daytime action to Influence Jack. I'll try Diplomacy, including my +2 talespinning bonus.
Strength check: 1d20 + 3 ⇒ (3) + 3 = 6
Diplomacy: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Balls.

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Well, I can kiss my gold goodbye (8g, 9s) of course (updated profile with my share of gold from the thugs).
Ghilda rushes into the quartermaster's store holding her symbol of Besmara, feigning concern and even fear - "Grok! The Pirate Queen communes with me! She implores you to give me my possessions, as I am a Cleric in her service! The gold you can keep - our lady knows that Captain Harrigan deserves his spoils." Chorley chitters with anxiety at Grok.
Bluff: 1d20 ⇒ 6
ugggg

GM_DBH |

@Ghilda
Grok Sense motive: 1d20 + 1 ⇒ (19) + 1 = 20
You rush out of the quartermasters store even faster! With Grok's boot propelling you, along with the words. "Try that agin ya shortarsed skidmark and I'll hang ya from the rigging by yer tongue!"
It might pay to lay low for a day or two Ghilda. Get to know people before trying it on with them.

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Ghilda hightails it back up to the main deck to continue her turtle hunting. Chorley shakes a tiny fist at Grok. "I need to slow my roll - no telling how long we'll be on this fish-bucket."

Kungrusdak Nosvunkuk |

Kung goes about his day with renewed vigor, the morning's exercise leaving him with a radiant glow. He moves quickly and efficiently around the deck, enjoying the labor working with the heavy rope.
Strength: 1d20 + 4 ⇒ (10) + 4 = 14
Constitution: 1d20 + 3 ⇒ (17) + 3 = 20
Kung will use his day to Influence one of the crew that was involved in the skirmish. Swelled up by our dominance, he wants to reinforce our alpha position.
Intimidate: 1d20 - 2 ⇒ (14) - 2 = 12

Kungrusdak Nosvunkuk |

Kung takes a cutlass and the offered coins. He will gladly hold any extra weapons that are otherwise unclaimed; just let me know what isn't claimed.
@GM Do we need to be attempting to hide the possessions we gain or get back?

GM_DBH |

Kung takes a cutlass and the offered coins. He will gladly hold any extra weapons that are otherwise unclaimed; just let me know what isn't claimed.
@GM Do we need to be attempting to hide the possessions we gain or get back?
Nope, as long as it's not stolen from the Captain it's your gain, their loss.
Also look through the names of your fellow swabbies and give me who you are trying to intimidate? They haven't changed from the first day.

Louisiana Jane |

Jane, how long does the Enlarge person last?
It should last for 3 minutes,
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
When Jane finds out what she has to do for the day, she is not pleased at all. "Great... Rat catching duty... Would you like me to give them to the cook afterwards for some extra rations?" she asks.
stealth: 1d20 + 7 ⇒ (3) + 7 = 10
stealth: 1d20 + 7 ⇒ (7) + 7 = 14
After catching 1, she goes to speak with the other gnome again. "How long have you been on this ship?" she asks.
diplomacy: 1d20 ⇒ 20

Kungrusdak Nosvunkuk |

Also look through the names of your fellow swabbies and give me who you are trying to intimidate? They haven't changed from the first day.
Kung will pick on Jaundice Jape, who looks to have taken the biggest beating at Kung's hand. Since Jape appears mute, Kung plays into that and says nothing, but slowly creates extra work and trouble for Jaundice throughout the day by dropping rope, tripping the half-orc, etc., always staying out of the eye of an overseer, but giving Jape the eye while he does so.

GM_DBH |

@Jane
Giffer Tibbs. Gives you an amused look, her one eye crinkled with humor. "You don't give up do you?"
You talk a little more as she works. Giffer is an old sailor and Pirate, losing one eye to a flying wood splinter during a storm off the Eye.
She's been on the Wormwood for about a month and regrets it. Calling it a 'Rotten berth'. She's especially pleased at how you and the others dealt with Fipps and Jape. Both are nasty bullies and a Gnome is an easy target to them.
You have shifted Giffer's attitude from indifferent to friendly.

GM_DBH |

@Kung
The beating you gave him this morning keeps Jape from retaliating, but he's nearly foaming at the mouth by the end of the day.
Jape is now scared of you, he will most likely look to take it out on someone else to regain some pride, but everyone in the swabs watched what you were doing with great enjoyment. Aside from Fipps of course.

GM_DBH |

@Ghilda
You return to the Galley laden with Leatherback turtles, getting a pleased look from Fishguts. "Nicely done girlie. The crew'll be happy to eat well tonight."
He fries up breaded turtle cutlets along with a vegetable stew for the evening meal. Profession Cook: 1d20 + 8 ⇒ (9) + 8 = 17
Ghilda, you can make another Perception to search around the galley, you can do this once a day in addition to your action.

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Ghilda is pleased that today's catch worked out. "Anything to keep the rest of the crew sated - good food always takes the edge off."
Ghilda and Chorley keep Fishguts company while he cooks up the cutlets and stew. Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Louisiana Jane |

Jane smiles at Giffer, "If i gave up, i would be married to a slob for some stupid business deal." after hearing her story about the two idiots from this morning, Jane says, "If I had my way, they would be off the ship at the next town.. or sooner."