
GM_DBH |

Marnir
There is little in the lower deck you haven't seen before, only what's in the locker is unknown to you, and unless you can pick locks that will stay that way.
As you are there Louisiana Jane staggers in with a mountain of gear. she tells you to follow her and passes you all your starting equipment with a groan of relief.

GM_DBH |

Jane
I'll simply say that Marnir passes word to Kung, who comes down and grabs his gear, leaving you with your own gear, and a small stash. I take you'll be keeping the flasks and the MW thieves tools for yourself? Leaving the fiddle sized for a Gnome or Halfing, a star knife, the other thieves tools, and the candles to hide.
It's so good when two players do something separately, and it comes together so nicely like this. :)

Marnir Saltvig |

Marnir follows the gnome woman and finds her piling up an assortment of weapons and armour. Most of them tower over her miniature form, and Marnir sees his gear almost immediately. He grabs his axe and shield with visible relish, slips his flexible leather armour on over his linen tunic and ties his equipment belt on.
"My thanks, small lady. I am Marnir, pleased to have met you down here."
Marnir then passes the word to Kung that a big pile of equipment has been located, and that he should come and claim his weapons. He also mentions their course change. "Does anyone even know where we're going? We're suddenly heading southwest."

Kungrusdak Nosvunkuk |

Kung works hard at his tasks today. He prefers an upper-body workout, but enjoys the running as well.
Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17
Constitution: 1d20 + 3 ⇒ (10) + 3 = 13
While running a note down into the hold, Kung bumps into Marnir, and follows along to claim his gear. "Sorry Marnir. Love sea, don't know it. Eye is northish, though, so we sail away from that. Towards islands, must be." He grabs the bottle of brandy for Grok while stashing things in his chest, then makes a stop at the store before returning to the deck.
Is Grok back yet?

Barnabus II |

From high in the rigging Barnabus notes the shift in course...
Profession (explorer) 1d20 + 5 ⇒ (2) + 5 = 7
He is too distraught eating the hard biscuit when he knows they have wandermeal servings that they took from him just a few days ago....
Barnabus looks around to see what other he might influence this day....
Diplomacy 1d20 - 2 ⇒ (12) - 2 = 10
"There is no reason for us to not get along."

Kungrusdak Nosvunkuk |

If Grok is not at her station when he arrives, Kung will check in periodically through the rest of the day until he finds her.
Kung smiles as he approaches the quartermaster's store. In the small space in which he can move, Kung tries to show off how nimble he is on the peg leg. In attempting to not be obvious about drawing attention to it, he as much as points it out deliberately. "Hi pretty; you smile like boar. You wanted better booze; I bring better." He sets the bottle down in front of Grok.

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Ghilda assists Guts with the pig roast, and Chorley plays with the goats in the galley. "You know, cook, you whip up some good chow...we seem to make a good team!"
Ghilda continues surreptitiously looking around the galley for items of value. Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Profession (Sailor): 1d20 ⇒ 5

GM_DBH |

Kung No, Grok closed up early and went to socialize with Fishguts in the galley. When the watch ends she gets the rum ration from the store and brings it on deck.
Barnabas II You can't get any real idea of where the ship is heading, your diplomacy doesn't fail, but doesn't change anything.
You can regain your Wandermeal, and anything else you missed bargaining with Grok from Jane.
Ghilda No idea where you're sailing. While 'tidying' the galley you find a large cookbook worth 125gp. It also gives you a +1 circumstance bonus to profession (Cook) if you use it when cooking.

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Ghilda discovers an ancient cookbook in the galley. "This may explain how Fishguts keeps his job, and his head, despite being half-cocked all the time..." Ghilda will leave the cookbook for now, but she plans to use it during her cooking activities. If the opportunity to get off the ship presents itself, she will try to liberate the cookbook.

GM_DBH |

Ghilda
One new thing, you meet the Captains cabin girl “Caulky” Tarroon when she comes to collect the officers meals.
The officers food is noticeably of much better quality than the crews. You start to believe that Fishguts may actually have been a chef at some stage seeing and tasting what he prepares for the officers.
She tastes the food for poison before serving the other officers (you can’t trust anyone on a pirate ship). Attempting to poison the officers is a horrendous crime, punishable by a triple keelhauling for the ship’s cook and his mate.

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Ghilda notices that this girl tastes all of the food meant to be served to the officers..."Clearly this poor thing is making sure those scoundrels won't be poisoned."
I am making the assumption that Caulky tastes the food while in the galley...whether she is tasting it in the galley will influence my future actions...muahhahahahhaha

GM_DBH |

That ends day three.
Jack Scrimshaw was judged to be slacking by Master Scourge and is tied to the mainmast and lashed at the start of the bloody hour.
lashing: 1d4 ⇒ 1
lashing: 1d4 ⇒ 2
lashing: 1d4 ⇒ 2
He endures the whip stoically, biting his lip to stifle any cries, much to Plugg's disappointment.
The rum ration is delivered, and the crew splits up for the usual games and gambling.
You can now tell me your night actions.

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GM - confused how I kick my rum habit. If I pass a DC7 tonight, and then another DC7 tomorrow night, I will beat this devil alcohol?

Louisiana Jane |

Jane goes to dump out her rum as usual. stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Jane leaves early to head back to the cabin... if it's worth being called that. Once everyone is back, she will explain what she saw. "If i had more time, i could open up the other lockers and possibly get all of our equipment." she passes out the thieves tools for others to try. "But, i might not be able to get away tomorrow. So you could try. I was able to open the locker on the right."

GM_DBH |

Ghilda.
To beat the addiction you need to not touch the rum, so either dump it, or give it to someone else without being seen. Then pass the (Fort) save DC7, and do the same again the next night.
Jane
As usual Grok is drinking on the main deck, this is actually a better time to snoop in her store than during the day, you can even ask someone to stand watch for you.

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Ghilda.
To beat the addiction you need to not touch the rum, so either dump it, or give it to someone else without being seen. Then pass the (Fort) save DC7, and do the same again the next night.
Ghilda struggles with tonight's ration, and decides to dump it. Stealth: 1d20 - 4 ⇒ (9) - 4 = 5 She realizes that she's going to take a beating...not good.
Fortitude: 1d20 + 3 ⇒ (3) + 3 = 6

Louisiana Jane |

Jane nods to Marnir to follow her. When they are out of ear shot, she will tell him to keep watch while she snoops.
stealth: 1d20 + 7 ⇒ (7) + 7 = 14
perception: 1d20 + 3 ⇒ (19) + 3 = 22
Disable Device: 1d20 + 9 ⇒ (14) + 9 = 23

GM_DBH |

OK, you are not seen by anyone as you slip into the middle deck.
Store door: 1d100 ⇒ 66
Grok has again not bothered to lock the store.
You have the same choices as the afternoon.
2 wooden lockers. (You have opened one of these.)
2 Wooden chests.
1 wooden trunk.
1 metal trunk.
Which do you try?

Kungrusdak Nosvunkuk |

Kung will join the other swabs in a game of chance.

Marnir Saltvig |

Marnir sees Jack's pluck as he endures the beating, and wonders whether he might be more receptive to a conversation tomorrow. As the lanterns are lit for the night watch, Marnir endures his rum ration with a grim smile. He raises his drink to Kung and toasts the burly half-orc. "Skál!" Enjoy your troll piss my friend!"
Fort save: 1d20 + 4 ⇒ (10) + 4 = 14
As the night draws in, Marnir gets the nod from Jane and they move below decks. Marnir stands guard while the little woman goes looking about.
I suppose that counts as a Sneak action then, so I'll make a Stealth check just in case.
Stealth: 1d20 + 1 ⇒ (1) + 1 = 2

GM_DBH |

Kung will join the other swabs in a game of chance.
Well Kung, these are the games on offer tonight.
Arm Wrestling: Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops.
Participants make opposed Strength checks, with the higher result determining the winner, and the loser taking an amount of damage equal to 1d2 + the winner’s Strength modifier as his hand and arm are pushed onto whatever lies on the table.
You can challenge someone, or simply put a stake up and wait for someone to call you on it. Something like 1gp - 5gp is common.
Hog Lob: Participants lob a lead ingot covered in a greased piglet skin, the “hog,” as far across the deck as possible.
This game is resolved by d20 checks between any number of players, who agree on a bet beforehand.
The hog counts as an improvised weapon, imposing a –4 penalty on all rolls using it unless the thrower has the Throw Anything feat.
Checks are resolved as attack rolls using the character’s CMB. Characters toss the hog a number of feet equal to their adjusted rolls; for example, a character who gets a result of 22 throws the hog 22 feet. Some pirates claim to have participated in games played against Asmodeus using a live hog.
Heave: This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand.
Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save or have the damage dealt by the rum ration increase by +1; this is in addition to the normal effects of the rum ration.
This DC increases by +3 for each consecutive drink.
Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes.

GM_DBH |

Marnir sees Jack's pluck as he endures the beating, and wonders whether he might be more receptive to a conversation tomorrow. As the lanterns are lit for the night watch, Marnir endures his rum ration with a grim smile. He raises his drink to Kung and toasts the burly half-orc. "Skál!" Enjoy your troll piss my friend!"
[dice=Fort save]d20+4
As the night draws in, Marnir gets the nod from Jane and they move below decks. Marnir stands guard while the little woman goes looking about.
I suppose that counts as a Sneak action then, so I'll make a Stealth check just in case.
[dice=Stealth]d20+1
Luckily you don't need to make a stealth check Marnir, you are standing there openly in the middle deck area, just minding your own business.
You just happen to start talking loudly, or drunkenly singing the moment shows up that's all, nothing sinister or criminal about that.

Marnir Saltvig |

That is lucky! Would have been spotted from the other end of the ship with that roll!

Barnabus II |

Barnabus moves to aid Jack Scrimshaw... admiring the man's toughness under the lash....
Applies the healing hex
1d8 + 2 ⇒ (1) + 2 = 3
"It seems a double bind does it not?"
Barnabus casts detect poison on his ration of rum.....
He sits with it, dipping his finger and watching the drips back into the cup......

GM_DBH |

Barnabus moves to aid Jack Scrimshaw... admiring the man's toughness under the lash....
Applies the healing hex
1d8+2"It seems a double bind does it not?"
Barnabus casts detect poison on his ration of rum.....
He sits with it, dipping his finger and watching the drips back into the cup......
No more poison than any alcohol, just fortified with pure grain spirits to make it even stronger. Even standard rum needed to cut with water to make grog on British naval vessels.
Jack throws you a grateful look and mutters quietly. "Aye. The bastards press gang us aboard their worthless ship, then punish us for not being happy about it!"

Barnabus II |

"A toast then Jack, with this nearly undrinkable grog....may it not burn on the way out!"
Drinks his rum....
Fort save 1d20 + 1 ⇒ (13) + 1 = 14
"Tell me Jack how long have you been aboard?"
Working on Jack's view towards us......for the evening.

Kungrusdak Nosvunkuk |

Fortitude: 1d20 + 8 ⇒ (18) + 8 = 26 (for the rum ration)
Kung toasts with Marnir and breathes deep as the rum burns a trail into his gut. "The troll piss is good today!" he laughs.
Feeling confident, Kung sees a group of swabs starting a game of Heave, and moves in to join them.
Fortitude: 1d20 + 8 ⇒ (6) + 8 = 14 (for the first round of Heave)

GM_DBH |

"A toast then Jack, with this nearly undrinkable grog....may it not burn on the way out!"
Drinks his rum....
Fort save 1d20+1"Tell me Jack how long have you been aboard?"
Working on Jack's view towards us......for the evening.
Make a Sense motive roll for your talk with Jack.

GM_DBH |

Sense motive 1d20+3
Jack was obviously hoping to keep out of the feud brewing between your group and Pluggs gang.
He's just found out that Plugg's gang doesn't recognize neutrals though.
It won't take much more than being friendly to turn him to your side.
That is a Diplomacy roll with a DC10, and you have a +4 bonus thanks to healing him

GM_DBH |

Kung
You're playing heave with Shivikah, Fipps & Narwhale Tate.
You failed the first fort save. 1d3 + 1 ⇒ (2) + 1 = 3
You take 3 con damage, that comes of your fort save for the next round.
Shivikah drains her half pint. Fort: 1d20 + 3 ⇒ (12) + 3 = 15
And makes it just!
Fipps drinks his. Fort: 1d20 + 3 ⇒ (20) + 3 = 23
Making it easily.
Tate swills his down. Fort: 1d20 + 3 ⇒ (19) + 3 = 22
Also making it easily.
Onto the next round, and you're swaying a little. :)

Kungrusdak Nosvunkuk |

The half-orc lets out a belch to settle his stomach and moves to down his next portion of rum.
Fortitude: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18 (ability damage takes effect in twos, so only -1 at this point, right?)
He eyes Fipps as he slams his glass down.
No more 20s from you, eh?

Louisiana Jane |

Jane will open up the other locker, hope to find more gear in it. If possible, she'll look into the metal chess as well.
DD: 1d20 + 9 ⇒ (1) + 9 = 10

GM_DBH |

[kung] Correct.
Shivikah. Fort: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Fipps. Fort: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Tate. Fort: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
And a strong comeback by Kung!
Sorry, last post for me tonight. Off the bed.

Barnabus II |

"I am not certain about all the choices made on this ship, My fellows and I were all actually planning to join a ship, for various reasons, at fair wages, or to pay fair passage...."
Diplomacy 1d20 + 2 ⇒ (15) + 2 = 17
+4 bonus, -2 cha

Kungrusdak Nosvunkuk |

Kung, emboldened by his performance in this last round, slams another glass of the rum down.
Fort: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
And coughs heartily as it goes down roughly. "Wrong pipe!"
Does the DC go up every drink, or just every failure?

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[b]Ghilda, you're not drunk, you're suffering the effects of not having had any rum.
Why -4 to your (Stealth) check? You get +2 from your dex, unless you're wearing heavy armor there is nothing to give you such a penalty.
My character sheet on Hero Lab says I have a -4 to Stealth because of the weight I'm carrying. I have all my stuff with me, but I'm not wearing any armor at this point. Can you update me with what effects I am suffering due to the rum or lack there of, please?
Ghilda does not feel well, and she aims to hit her hammock for as good a sleep as possible. She will awake early to meditate and prepare new spells.

GM_DBH |

Jane will open up the other locker, hope to find more gear in it. If possible, she'll look into the metal chess as well.
[dice=DD]1d20+9
You fail on the lock.
Are you trying again, trying another container, or getting out?
If you are trying again make another Stealth check.

GM_DBH |

"I am not certain about all the choices made on this ship, My fellows and I were all actually planning to join a ship, for various reasons, at fair wages, or to pay fair passage...."
Diplomacy 1d20+2
+4 bonus, -2 cha
You talk a bit more with Jack, he's sailed on ships before, like you he was in Port Peril looking for work when he was press ganged.
He came aboard with Sandara Quinn, Crimson Cogsworth, Rosie Cuswell & Conchobar Shortstone.
His attitude shifts to friendly.

GM_DBH |

Kung
Yes, the save DC goes up by 3 with each drink. So 1st drink was 15, 2nd was 18, the one you just spluttered was 21.
When someones Con hits 0 they are unconscious.
You take Con damage: 1d3 + 2 ⇒ (2) + 2 = 4
Shivikah. Fort: 1d20 + 2 ⇒ (15) + 2 = 17
Con damage: 1d3 + 2 ⇒ (3) + 2 = 5
Fipps. Fort: 1d20 + 2 ⇒ (11) + 2 = 13
Con damage: 1d3 + 2 ⇒ (2) + 2 = 4
Tate. Fort: 1d20 + 2 ⇒ (19) + 2 = 21
Makes it somehow.
Shivikah and Fipps are now swaying badly, Tate looks smug.
Next drink, Fort save DC24!

GM_DBH |

GM_DBH wrote:[b]Ghilda, you're not drunk, you're suffering the effects of not having had any rum.
Why -4 to your (Stealth) check? You get +2 from your dex, unless you're wearing heavy armor there is nothing to give you such a penalty.
My character sheet on Hero Lab says I have a -4 to Stealth because of the weight I'm carrying. I have all my stuff with me, but I'm not wearing any armor at this point. Can you update me with what effects I am suffering due to the rum or lack there of, please?
Ghilda does not feel well, and she aims to hit her hammock for as good a sleep as possible. She will awake early to meditate and prepare new spells.
Unequip all your gear and armor, then make a note of what your skills are unencumbered.
At the moment you are fatigued, a nights sleep will take care of that. You are suffering some con damage from withdrawal Con dam: 1d3 ⇒ 1 So your con is down one. One more save tomorrow and you'll be cured.
Sadly, even with no encumbrance you wouldn't have made that Stealth check. So you're going to be lashed.

GM_DBH |

There is a roar as Ghilda clumsily spills her rum, Scourge has been watching eagerly as the crew drinks, waiting for a chance to catch someone. "Wasting the Cap'ns good rum!" He sneers gleefully.
You are dragged to the mast and your hands are tied above you, your shirt is yanked down to expose your back as Plugg sadistically approaches with a vicious smirk.
dam: 1d4 ⇒ 1
dam: 1d4 ⇒ 2
dam: 1d4 ⇒ 1
Fort save to avoid crying out as you are lashed.

Kungrusdak Nosvunkuk |

Kung breathes deep to settle himself, then chucks back another drink of the (increasingly vile) rum.
Fortitude: 1d20 + 8 - 3 ⇒ (15) + 8 - 3 = 20

Barnabus II |

"Jack do you think that the others you came on with; Sandara Quinn, Crimson Cogsworth, Rosie Cuswell and Conchobar Shortstone; would be likely to back us or at least not try to hard if forced into battle against us?"
"I would like to only take out true enemies with witchcraft."
Seeing the games on the deck unfold seems to be going well until....
"I had thought the penalty of lashes only applied to the first of the rum."