
GM_DBH |

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. [dice=Perception]1d20 + 6
Ghilda While investigating the galley you stumble across 6 bottles of Chelaxian brandy forgotten behind old tins of milk powder. All of good quality worth 20gp each.
While you are helping Fishguts, Grok sticks her head into the galley, after giving you a toothy leer she talks to Fishguts. "Oi Guts! Time for a drink?"
Fishguts smiles back at her. "Not now Grokkie, the suppers almost ready."
Grok helps herself to some cutlets, munching on them with a surprised look of pleasure. She and Fishguts are clearly old friends from the easy way they chat with each other as he works.

GM_DBH |

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."
Giffer snorts in disgust, "Any half decent Cap'n would do the same." She whispers quietly to you. "Bloody Harrigan doesn't give a s@~+ would happens to the crew as long as he's got enough to sail an fight for him!"
Looking around furtively. "Leaves all the watching the crew to that weasel Plugg he does, and Plugg's got his bootlicker Scourge with his bully crew to handle his dirty work."
You are definitely getting the feeling that there is a real divide in the crew, Plugg and Scourge on one side, and it seems you and your friends are the other, if you want it or not.

GM_DBH |

Evening falls and your watch ends.
Plugg looks murderous that there are no punishments handed out, as the rum ration is handed out he, Scourge, Syl, Fipps, Jape and Aretta cluster together, talking in low voices. Unfriendly looks being cast in your direction.
Surprisingly Maheem joins your group for the Rum, not saying much, but friendlier than he was the day before.
Giffer Tibbs is chatting with Jane, while Sandara wants to talk to Ghilda, her fellow Cleric of Besmara.
Same as last night, drink or dispose of your rum with (Fort) saves or (Stealth) checks to do so.

GM_DBH |

And tell me your choice for your night actions please.
Nighttime Ship Actions.
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue.)
Gamble: Play or gamble on a game of chance or pirate entertainment.
Entertain: Make one Perform check to entertain the crew.
Influence: Attempt to influence a single NPC.
Sneak: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a (Stealth) check to avoid being discovered.
Steal: Attempt to open a locked door or locker. The PC must make a (Stealth) check to avoid being discovered.

Louisiana Jane |

Jane smiles. "Wish there was someone we could trust to take over this ship" Jane whispers. "I can open the doors at night anytime i want." she winks.
Jane goes to sneak around the ship, seeing if she can spot where the big hitters weapons might be. After she finds then, she will go back and sleep.
If i need to make more than 1 stealth check, let me know.

GM_DBH |

Jane smiles. "Wish there was someone we could trust to take over this ship" Jane whispers. "I can open the doors at night anytime i want." she winks.
Jane goes to sneak around the ship, seeing if she can spot where the big hitters weapons might be. After she finds then, she will go back and sleep.
If i need to make more than 1 stealth check, let me know.
Jane you can select one area of the ship to investigate at a time.
The officers quarters are off limits, the officers don't mix with the crew and are in there.
Pick an area off the map, make a (stealth) check to slip in there unnoticed, and a (perception) check when there.

Louisiana Jane |

Jane will head to the middle hold.
stealth: 1d20 + 7 ⇒ (1) + 7 = 8
And before she even gets to the door, she trips and starts to curse.

Marnir Saltvig |

Feeling that he might have picked the wrong man to criticise the officers with, Marnir focuses on his work and tries to avoid being noticed. Although used to long hard days at sea, he has still not acclimatised to the cloying wetness of the heat in the Shackles, and he is exhausted by the end of the day.
The grog ration is served after the evening meal, and Marnir looks at it with undisguised disgust. "What is this troll piss? Who says we have to drink it?" he asks no-one in particular, before swallowing the foul liquid in one gulp.
Fort save: 1d20 + 4 ⇒ (7) + 4 = 11
Still tired from his day's labour, Marnir tries to entertain the crew again with tales from the cold north. He describes the Dragon's Widow's encounter with an enormous sea serpent off the coast of Varisia, and tells how the crew pierced the things scaly hide with spears and javelins to drive it off.
Night time action to entertain the crew with Perform (oratory). Still fatigued tomorrow.
Perform (oratory), +2 from yesterday's tales: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Barnabus II |

Barnabus eyes the rum again, just shaking his head
"Wine should be served with dinner, not witch hazel admixed with bilgewater!"
He drinks it down and walks around a bit....
Sneaking into the middle hold
stealth 1d20 + 2 ⇒ (19) + 2 = 21
Looking around Perception 1d20 + 4 ⇒ (9) + 4 = 13

GM_DBH |

@Jane: No luck, you make enough noise that eyes are on you even before you start cursing.
@Marnir: Your performance doesn't draw the same applause tonight, everyone seems mildly interested but soon their attention switches to gambling and other games.
@Barnabas II: This is the ship’s main cargo hold. The hold is mostly empty, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold.
In the forward section, a flight of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10).
Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5), but it is common knowledge among the crew that the door is trapped.
Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each.

Barnabus II |

Barnabus makes a note of the oil and wonders what could happen if a caster with spark were to get too near the barrels of oil on a ship.
He briefly considers looking around further, the smell of the swine is a bit much in the enclosed space.
Barnabus will wait near the sleeping quarters hoping to compare notes with any of the others.....

Kungrusdak Nosvunkuk |

"What is this troll piss? Who says we have to drink it?" he asks no-one in particular, before swallowing the foul liquid in one gulp.
Kung responds to the northerner with joy. "If it's troll piss, I want to go hunt trolls. Tastes great!" And the half-orc slugs the shot back.
Fortitude: 1d20 + 8 ⇒ (3) + 8 = 11
He coughs as the stinging liquid burns its way down his throat. "Hmmm. Better yesterday."
Is Grok, as quartermaster, one of the officers or crew? I.e. is she around with us to influence now?

GM_DBH |

Marnir Saltvig wrote:
"What is this troll piss? Who says we have to drink it?" he asks no-one in particular, before swallowing the foul liquid in one gulp.
Kung responds to the northerner with joy. "If it's troll piss, I want to go hunt trolls. Tastes great!" And the half-orc slugs the shot back.
[dice=Fortitude]1d20+8
He coughs as the stinging liquid burns its way down his throat. "Hmmm. Better yesterday."
Is Grok, as quartermaster, one of the officers or crew? I.e. is she around with us to influence now?
Yes, she and Fishguts always show up for the rum.

Kungrusdak Nosvunkuk |

Kung begins flirting with Grok, complimenting the rough, patchy shaving of the sides of her head and her toothy grin, as he shows off a menacing grin of his own.
Diplomacy: 1d20 - 2 ⇒ (13) - 2 = 11

Marnir Saltvig |

Marnir laughs heartily at the half-orc's comment, and stretches his hand out. "If we find any trolls out here, you're welcome to drink their piss! I'm Marnir."

Kungrusdak Nosvunkuk |

Kung accepts Marnir's greeting. "You dress funny (assuming in an Ulfen style) but you fight good. Well met. Kung."

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Assuming I can swipe all six bottles of Chelaxian brandy in the galley and put them in my healing kit - if not, I'll make the appropriate check
Ghilda regards Fishguts and Grok, noticing how at ease they are with each other. "This relationship may come in handy..."
Ghilda excuses herself to head above for the rum ration. Holding her nose, she swills down the ration. Fortitude: 1d20 + 3 ⇒ (1) + 3 = 4
The rum hits her like a sledgehammer...Ghilda feels woozy and afflicted.
Ghilda sees the redhaired human eyeing her, and approaches Sandara. "Well met, shister...shorry, that ration has really gotten to me. What was in that?"

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GM - does the rum count as a poison? I would be able to add two to my fort check if it does...Never mind - I rolled a natural '1'.

GM_DBH |

GM - does the rum count as a poison? I would be able to add two to my fort check if it does...Never mind - I rolled a natural '1'.
Yup. You are now addicted to the ships rum and whatever it's laced with?
The save to resist it's effects is now DC7. You get an alchemical bonus to charisma of 1d4, and you are fatigued for 1d8 hours with every dose.
If you stop using it you take 1d3 damage to constitution until you make two successful saves.

Louisiana Jane |

Standing up, Jane dusts herself off. "Unless there are any objections, i am going to bed." she announces and goes to the crew quarters. Once there, she lays in bed and waits for everyone else to show up.

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"Shandara - sho shorry...must go lie down..." Ghilda heads off belowdecks, with Chorley seemingly concerned about her state.
Seeing Jane below already, Ghilda asks, "Jane, do you feel funny after the rum?"
Ghilda waits for the others to come down before retiring.

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Chorley jumps when Barnabus appears, but Ghilda beckons him over to Jane's hammock. "Something sinister is in that rum..." Ghilda opens her healing kit to show the Chelaxian brandy. "These may come in handy if you want that thief Grok to give your possessions back - help yourself to a bottle."

Barnabus II |

"I have recovered all that I care to, the quartermaster is very wary of witchcraft......"
"I think I need my constitution to thwart the alcohol we are given...extra will not help."

Louisiana Jane |

dumping the rum: 1d20 + 7 ⇒ (8) + 7 = 15
Jane smiles at Ghilda, A wise woman never drinks anything that she doesn't pour herself."

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Mates, let me know who takes a bottle of brandy. I'm going to use my one (or more) "tomorrow" to try to get some stuff back from Grok.
GM For a dwarf, I AM a lightweight :(

GM_DBH |

Nothing else of much importance happens that night.
You all awake to day three of your cruise.
No one attempts to hinder you this morning, you stumble up onto deck, blinking in the morning sun and munching on the ships biscuit, which is your meager breakfast.
Those who can make a Profession (Sailor) or Knowledge (Geography) DC15.
Barnabas II. duties: 1d6 ⇒ 3
Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
Ghilda. duties: 1d6 ⇒ 6
Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. The PC
must make a DC 10 Profession (cook) or Survival check to slaughter the animal, then help Kroop to clean, cut, and prepare the carcass. If Kroop is sober, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) or Intelligence check.
Lucky you, Fishguts Kroop is sober today.
Kung. duties: 1d6 ⇒ 5
Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.
Jane. duties: 1d6 ⇒ 5 Reroll: 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 ⇒ 5 Reroll: 1d6 ⇒ 5 Reroll: 1d6 ⇒ 6
Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.
Let me know your choice of action for the day?
Bloody RNG kept giving the Swabs the same job!
Kung, Ghilda has slipped you a bottle of fine Chelaxian brandy to woo Grok with.

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Ghilda awakes feeling better, but she feels a strange excitement for the evening's rum ration. Chorley too seems a bit hungover, but he is fine.
Ghilda takes a knife from the galley and slaughters tonight's special meal, the plumpest pig in the hold. Survival: 1d20 + 11 ⇒ (11) + 11 = 22 She takes the pig to Fishguts, surprisingly coherent at this hour, and slips off to visit Grok.
"Grok! I would like to make you a deal. Besmara demands that I am prepared to do her bidding! I have (at least two) bottles of the finest Chelaxian brandy - I will give you them all for my carpenter's tools, my coat (armored coat), my backpack, Besmara's tool of justice - the rapier!"
Charisma bonus, if appropriate from rum addiction 1d4 ⇒ 3
Influence NPC - Grok Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10

Louisiana Jane |

Profession Sailor: 1d20 + 6 ⇒ (10) + 6 = 16
Profession Sailor: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20slacking.. does that give me any bonus to the con check?
con: 1d20 + 3 ⇒ (7) + 3 = 10
Jane is bored, but does her work.

GM_DBH |

Ghilda
Grok takes a sample swig from a bottle of brandy. "Ah. That's good stuff!"
For the bargain price of one bottle of brandy you regain all your starting gear.
Don't forget to make a perception check for your daily search of the galley
Grok wanders over to the galley later that day to share a drink and yak with Fishguts while he's cooking. She's lamenting the lack of good bloody stories to go with her booze.
Groks attitude has shifted form indifferent to friendly thanks to your bribe. There is a hidden bonus to Diplomacy for gifts of booze.

GM_DBH |

[dice=Profession Sailor]1d20+6
[dice=Profession Sailor]1d20+6-2slacking.. does that give me any bonus to the con check?
[dice=con]1d20+3Jane is bored, but does her work.
Jane, if you're slacking that gives you time to snoop in one area of the ship.
If you want to do so, let me know which part of the ship you explore?
A (Stealth) check to slip away, and a (Perception) check DC10 to spot anything interesting.

Louisiana Jane |

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Jane tries to sneak into the officers quarters, a4 to see if she can find other peoples weapons. perception: 1d20 + 7 ⇒ (8) + 7 = 15

GM_DBH |

[dice=Stealth]1d20+7
Jane tries to sneak into the officers quarters, a4 to see if she can find other peoples weapons. [dice=perception]1d20+7
Officers quarters are off limits, mainly because there are officers in them, plus the doors on deck are locked, you'd have to pick them in sight of the crew.
There are more officers than Plugg and Scourge, you haven't met them yet. Meeting them by breaking into their cabin leads to keelhauling.
Choose another area.

Louisiana Jane |

A6. Middle Hold

Louisiana Jane |

Yes, i'll risk it.

GM_DBH |

Yes, i'll risk it.
OK.
Grok has forgotten to lock the door, so you just need a(stealth) check to slip into the store.
Once inside the cramped store you see two huge tuns, reeking of rum.
You also can see 6 containers.
2 wooden lockers.
2 Wooden chests.
1 wooden trunk.
1 metal trunk.
Doing more than one container is too risky. Which one are you going choose.
Choose one container and tell me what you are doing?

Louisiana Jane |

Jane will look into a locker and see whats in side.

Louisiana Jane |

DD: 1d20 + 9 ⇒ (14) + 9 = 23
From years of practice, Jane opens up the lock with ease.

GM_DBH |

You find:
All the parties equipment that hasn't been reclaimed.
1 small, masterwork fiddle.
1 Starknife.
3 flasks of acid.
6 flasks of alchemists fire.
4 sets of thieves tools, 1 masterwork.
1 battered iron box containing 6 candles.
What do you take?

Marnir Saltvig |

Marnir wakes ready for another fight, but makes it up on deck unmolested with the rest of the swabs. The ship's biscuit is hard and tasteless, but Marnir chokes it down. "Rancid rum, hard biscuits. No wonder the crew has to be press-ganged!"
Profession (sailor): 1d20 + 8 ⇒ (9) + 8 = 17
The heat and humidity are stifling again as Marnir spends a tedious day sewing sails, checking ropes and recaulking the deck.
Profession (sailor): 1d20 + 8 ⇒ (18) + 8 = 26
At change of watch around midday, Marnir takes the opportunity to go below and quickly rummage through the lower hold, looking for anything that might make life on this gods-forsaken vessel a little more bearable.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
My day time action will be to Sneak into A10

Louisiana Jane |


GM_DBH |

** spoiler omitted **
Everything is fine, you do have some problems with the big weapons, luckily you see Marnir skulking around the lower deck when you carry all your loot down to hide it.

Barnabus II |

Barnabus is surprised to awake the next morning without a dagger in his heart from that crazy woman....
When duties are assigned he once again sees his old enemy the climb....
"It would help if you were to hurry along the magic Bos."
Climb
1d20 ⇒ 13
taking 10 if possible
Upper rigging DC 10 1d20 + 2 ⇒ (20) + 2 = 22

Louisiana Jane |

When Jane seems Marnir, she nods her head "Follow me." she says and passes off his weapons to him.