
GM Moose |

Gameplay thread, to be kept mostly in character. This is where the game will be run for the most part.

GM Moose |

As the handsome mysterious man walks in, he sees an elderly dwarven woman in her nightgown sitting by the fire. She turns her head and her eyes goes wide. She leaps from her chair and grabs a poker from the fireplace.
"You're not my husband! Get out! Get out!"
:-)

goshawn |
As the incredibly handsome and very mysterious stranger turns to leave, his boot heel catches on a loose board and he falls forward. The hot poker hisses as it penetrates his right eye socket and exits through the back of his once perfect skull, his beautiful face covered in blood and eye jelly. As the body of hits the ground a small pouch comes loose from his belt and a silver medallion slides across the floor and snugs itself under a throw rug. His remaining, pretty, eye is lifeless.

GM Moose |

The gulls cry overhead and the ship sways on the ocean. For most of you it's a familiar feeling, but as you begin to rouse none of you can remember how you ended up on a ship.
You're quite a motley crew, all laid unceremoniously about whatever room you were dumped in. There, in the corner is a woman whose skin looks almost blue in the dim light, not far from her is a young half elf male in a skirt snoring loudly. Halfway under the sole bunk is a dwarf with a peg leg and in that bunk, a winged tiefling.
As you each get your bearings you notice a young man with a long furry tail who seems to have been up for a few minutes already. You vaguely recognize your fellow passengers from your time at the bar the night before, but everything about the previous evening seems hard to recall.
The first thing immediately apparent is that most of your gear is missing, including your weapons and armor.
Despite the loss of almost everything else, you feel the comfortable weight of your dagger hidden among your clothes.
Despite the loss of almost everything else, you feel the comfortable weight of your dagger hidden among your clothes.
You still have your barbed vest on. You notice a few spots of dried blood, it seems whoever took your gear chose to leave your vest on rather than risk more pain.
Before any of you have a chance to do much more than sit up, the door to your cabin bursts open and the piercing light of a lantern only reminds you of the pounding feeling in your skull, the resounding crack of a whip only worsens the pain.
"Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up fer breakfast!"
Squinting through the light reveals the man yelling at the party, a tall gangly man with a braided black beard in a frayed black trenchcoat , a long whip hangs loose in his right hand. Six nondescript silhouettes stand around him, each of them armed although you can't see with what, part just enough for you to exit the room, making it clear that do as told, or else.
If you passed the perception test.
Welcome to the high seas! You may each post your rection to the above, with any of the dice rolls included in this post, remember only read a spoiler that has
a DC equal to, or less than the number you rolled. Once you've each posted I'll move the story along accordingly.

Tyer |

Stands up and looks around the room, "We'll discuss whatever just happened later. I'm reporting for duty now, but I expect to find my effects by my bunk during my next break." Stairs a challenge at their captor.

GM Moose |

Feel free to keep the RP and the dice rolls in the same post, you can use the preview button to see what the rolls are ahead of time, and they won't change once rolled.

Nyktan "Nyk" |

Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Knowlegde Nature: 1d20 + 1 ⇒ (17) + 1 = 18
Intelligence: 1d20 + 1 ⇒ (1) + 1 = 2
Nyktan couldn't tell if the sick feeling he was experiencing was due to the strange feeling of being on a ship, he couldn't handle his alcohol all that well, or perhaps it was due to the fact that he was poisoned the night before. He was willing to bet his tail that it was that last one, considering the lingering taste of nutmeg on his tongue. So much for his grand adventure, drugged and kidnapped by who knows. Unfortunately he didn't seem to be alone. There were four other's sharing his prison who all still seemed to be suffering the affects of the taggit poison. He looked around the small room trying to gather his wits about him to see if there was a possibility of escape, which seemed almost impossible considering his head felt like it was about to split open. He knew one thing though, he was never more glad than to feel the comforting weight of his dagger in its hidden sheath tucked into the back of his trousers.
He didn't have much time to ponder on escape once his impromptu cell mates started to stir. Before he could so much as get a word out he heard the heavy footfalls approaching. His ears flattened to his head as the door burst open and a terrible smelling man burst into the room. He hissed lowly as his eyes struggled to adjust to the light that was now filtering into the room. He stayed in his low crouch assessing the situation when he realized he was very out numbered and his fellow captives weren't doing them any favors by sassing their captors. He stood then and stepped forward in what he hopped was a non threatening way, his hands clearly at his sides, he most certainly didn't want to feel the bite of that whip and if his fellow captives were smart they would quickly take his lead. They would get nowhere without information, and the best way to obtain it was to act docile until they knew the bigger picture.
"Then take us to this Captain of yours."

Tyer |

Knowledge Nature: 1d20 - 1 ⇒ (2) - 1 = 1
When I go to take a piss I better not lift up my kilt to find a blue ribbon tied around my manhood. Also, Moose, I appreciate the advice and such you'v been giving about this system. I think it's new to just about all of us, and this way we can just focus on having a good time and not worry about if we're doing things right.
Gives his own grin and gives a poorly done mocking bow to the odd blue woman. He straightens up and tries not to stumble as the motion magnifies the pounding in his head. He turns back to the captor expectantly.
"I don't understand the reason for the... uncommon recruitment techniques, but a job's a job and I suppose this leaky piece of driftwood is as good a place to serve as any. I'll be damned if I'm going to pay you for the pleasure though. I'll be taking back my equipment. Still, I'm just as happy to take up the issue with the captain as I am to stand here and bandy words with... his first mate?"

Surma "Toni" Tuoni |

Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Intelligence: 1d20 + 4 ⇒ (8) + 4 = 12
Knowledge Nature: 1d20 + 4 ⇒ (9) + 4 = 13
Giving a quick snap of her tail to the officer. She eyes him suspiciously.
"Aye, aye sir"
Letting her wings help her sit up in the bunk because moving that head by itself seemed an impossible task. She glances over the other disheveled "passengers".
"Seems the lot of us choose the wrong party last night, eh mates? Methinks last night this Jolly Rodger was a tad bit better for company."

Brine |

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Intelligence: 1d20 + 0 ⇒ (7) + 0 = 7
Knowledge Nature: 1d20 + 0 ⇒ (4) + 0 = 4
Brine rolls his tongue around his mouth and opens his eyes. He is staring at the underside of a dirty cot, and his mouth doesn't taste like the booze he was drinking the night before. He listened to the monolog and the whip crack, and peeking out he can see the door filled with armed enemies. No would be the perfect time to prove his marital prowess, but they may just lock the door on him and he has no clue if the others will join with him or what their abilities would allow. Besides, meeting the captain is a chance to break the captions face, and being on deck would allow a chance for escape.
He drags himself out from under the, and pushes himself up heavily on his legs, his peg leg making a loud thump. He wobbles to the closest person, the tiefling, and asks:
"A little help for an unsteady squid?'

GM Moose |

The man with the whip does not answer Nyktan or Tyr, he just stands and waits. As the party comes to, and offers little in the way of resistance, the man with the whip signals his men and they surround all of you, ushering you out of the lower deck and upward through what you discover is a sizeable ship.
You hear a few of the men joke with one another as they show you where to go.
"Want's to get his things he does! Don't he realize they belong to the Cap'n now? Thinks he gets a break even!"
"Haha, yeah, see 'em playin' 'round, thinkin' they got a say!"
The man with the whip snarls at them. "Shut yer mouths or it's the sweat box!" Which is followed by a collective "Yes Master Scourge."
Eventually you find yourselves on the main deck A3 on the map where a large number of bodies mull about the main mast, staring at the stern of the ship. A quick glance around shows not a thing but the sea, no land in sight.
You see a little over a dozen other men and women on the main deck, curiously, there are four, all within close proximity to one another, that look almost too clean to have been on the ship long. Judging from their lack of communication with the rest of the crew, you can assume they're another batch of 'new recruits'.
On the upper deck in the back of the ship stand two figures, one, a broad muscular Garundi man with a shaven head, eye patch and long beard bound with gold rings, his demeanor suggests he is The Captain. The man next to him is a younger, balding man with a long black pony tail wearing a long coat and a cat-o'-nine-tails whip on his hip, presumably the The First Mate.
The Captains strong voice addresses the late comers.
"Ah, look, the new volunteers have arrived! I'm Barnabas Harrigan, which to you lot is of course Captain Harrigan. Not that you'll ever address me. I've got one rule: don't talk to me. I love talkin' but I don't care a wit what you have ta say, follow that rule and maybe you'll do alright in the sweet trade.
As fer the rest o' you lot! Just because we got some new bodies doesn't mean you can start slacking off! We're still short a full crew, and I find anyone ditching their work, they'll be punishment. You kill anyone and that's a keelhaul." He raises an arm to the first mate, "Mr. Plugg here is gonna find you new lubbers your place on this here pirate crew. See that you perform well or it's the sweat box for a year and a day!"
With that, Captain Harrigan walks away and Mr. Plugg sneers at the remaining crew. He dismisses all the pirates but the newest five and walks down the the main deck.
"Simple work. You do what you're told, you get paid and you live. Simple work. I have a question for you. Can any of you cook?"
Before anyone can respond he points to the crows nest.
"Climb to the top, yell your answer, or fall, and yell when you've hit the deck. Now! If you delay you'll be punished."
--------------------------------------------------------------
The Test:
The Crows nest if 60ft above. You must climb the rigging to get there, it is a DC 10 Climb to make progress. Normally you climb at a quarter speed, however I'm going to count each roll as 2 rounds of progress so a successful roll is half speed. I would like you to roll this test like this:
(This example assumes a full speed of 30ft and a climb skill of +2)
Roll 1: 1d20 + 2 ⇒ (9) + 2 = 11 15ft
Roll 2: 1d20 + 2 ⇒ (7) + 2 = 9 No progress
Roll 3: 1d20 + 2 ⇒ (20) + 2 = 22 30 Feet
Roll 4: 1d20 + 2 ⇒ (4) + 2 = 6 No Progress
Roll 5: 1d20 + 2 ⇒ (9) + 2 = 11 45 Feet
If your result is 5 or less it means you fell. If you fall you can stop, otherwise roll as many dice as you need to equal 60ft. Once you're at the top, or if you fall, shout your answer to Pluggs question.
Good luck. If you need more clarification, let me know.
Reminder: None of you are wearing armor, so if you had an armor check penalty calculated into your skills, you can ignore that at present.

Brine |

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Roll 1: 1d20 + 6 ⇒ (15) + 6 = 21 10 feet
Roll 2: 1d20 + 6 ⇒ (10) + 6 = 16 20 feet
Roll 3: 1d20 + 6 ⇒ (19) + 6 = 25 30 feet
Roll 4: 1d20 + 6 ⇒ (16) + 6 = 22 40 feet
Roll 5: 1d20 + 6 ⇒ (8) + 6 = 14 50 feet
Roll 6: 1d20 + 6 ⇒ (9) + 6 = 15 60 feet
Now that Brine can see more than their ankles, he has re-accessed the ability and attitude of his fellow captives. Not one seems afraid, and that can go a long way. Confronted with an obstacle to prove his physicality against, he decides to discard his original plan of playing the cripple. Though he would like to break the captains face now, it can wait for later, after he gets a chance to talk to more of the crew. He steps forward
"Easier than skinning a shark."
Brine reaches up, takes hold of the rigging, and with out using his foot or legs, hauls himself up the ropes, hand over hand and steady as the plank awaiting the first chum. He hauls himself into the crows nest.
"I can climb ten times better than the half elf but cook twice as badly."
Let some one else have access to the knives, he thinks.

GM Moose |

As Tyr turns to comply with Pluggs demands he seems to trip over his own feet, kilt flying up as he tumbles head over foot, landing sprawled on the deck.
The group can hear a few of the pirates working on the main deck laugh at the half-elf, a strange wheezing sound comes from the first mate, it might be a laugh but none of you can really be sure.
"We have a helmsman, one with sea-legs, which you obviously lack."
He narrows his eyes and strokes the cat-o'-nine-tails at his hip.
"Let's hope the rest of you prove better than this swab. Report to Master Scourge on the lower deck, half-elf, you'll be working under him unless I say otherwise." Plugg turns to the rest of the group and points once again to the crows nest, waiting to see if any of you make it close enough to the mast to actually begin the climb.
On the bright side you don't take any fall damage! Yes you still have your kilt, I forgot that it also counts as armor, as did the pirates obviously since they did not strip you of it. And Brine posted at the same time as me so...
Plugg seems almost impressed as the dwarf hauls himself up the rigging, almost.
"Congratulations, you're a rigger, working directly under me!" He shouts up at Brine and laughs his wheezy laugh again. "You may stay in the crows nest until this test is over and I give you your assignment for the day!"

Nyktan "Nyk" |

Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
roll1: 1d20 ⇒ 5...No Progress
roll2: 1d20 ⇒ 5...No Progress
roll3: 1d20 ⇒ 20...15 ft
roll4: 1d20 ⇒ 3...le fall
Nyk watched as the half elf tried to climb up the rigging but failed spectacularly and ended up flat on his back, his weird attire flying up and he quickly looked away with a groan, a embarrassed flush rising to his cheeks as he shook his head at the display.
'I really wish I hadn't just seen that'
He turned back to the pirate who was ordering them to climb up to the crows nest and he sighed, not particularly wishing to climb all the way up there. Oh well, might as well get it over with. He skirted the man with the whip and approached the ropes and proceeded to try to climb...only to fail as well. His ears were flattened to his head as he heard the mocking laughter and he glared and hissed at the man.
“I'm a story teller not a cook. Put me in the kitchen and I am sure half your crew will be getting personally acquainted with being on their knees.” He grumbled as he rubbed his sore bottom. “Also, I totally would have been able to make that climb no problem if someone hadn't drugged me last night.” he said pointedly glaring at Pluggs.

Tyer |

Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Tyr gets up slowly. seeming undisturbed by any of the events around him. He turns to the first mate with all the manner of a professional sailor, and nods confirmation respectfully.
"Aye aye sir"
Not caring to watch the rest of the display he turns and heads to report to Scourge. As he turns he flashes a smile and a wink up at the Dwarf. He then walks away in a calm businesslike manner (very poorly) whistling an old sea shanty.

GM Moose |

Giving Iryana and Surma the weekend to respond to the climbing test. I'll move us forward when they respond or on Monday which ever happens first.

Iryana |

First Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Roll 1: Climb: 1d20 + 0 ⇒ (14) + 0 = 14
Roll 2: Climb: 1d20 + 0 ⇒ (13) + 0 = 13
Roll 3: Climb: 1d20 + 0 ⇒ (2) + 0 = 2
Second Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Iryana, who had been grinning throughout the half-elf's fall, the dwarf's show of prowess, and the cat-man's bruised dignity, heaves a sigh when it came to her turn. She grabs the rigging and starts to climb. She makes it 30 feet when her grip slips and she begins tumbling back to the deck.
Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18

GM Moose |


Surma "Toni" Tuoni |

Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
First Climb: 1d20 - 1 ⇒ (7) - 1 = 6
Second Climb: 1d20 - 1 ⇒ (5) - 1 = 4
Not expecting to be able to climb an ant hill, but nervously hoping she doesn't trip over her own tail on the way over to the main mast; she starts to walk over.
Making it to the rigging, she tries a handle at the ropes but can't quite get a grip. Not about to give up she tries her foot first this time...

GM Moose |


Surma "Toni" Tuoni |

fly: 1d20 + 11 ⇒ (12) + 11 = 23
Getting tangled up in the rope, she starts to stumble back. Her wings check her fall though and she doesn't even take a glance at the floor
Can't climb Cap'n, never could. I do like the heat though. If ya put me on the burners, I'll tend to those flames better than most.
To herself: "Damned pirates making fools of us all"

GM Moose |

Plugg laughs as the group fails to climb the rigging, his wheeze even becomes an actual chuckle as Iryana drops thirty feet toward the deck, but she twists like a cat in the air and rolls with her fall, definitely bruised, but still healthy and in one piece. As she stands back up Plugg is clearly disappointed that no real damage was done.
"Cat, follow the half-elf, you're a swab. You with the wings, you're working under Fishguts, our cook. You!" he points to Iryana, "Stay here, you at least made it halfway, you're a rigger too. I'll be right back to hand out your job!" With a glare he walks away, you get the sense he won't be gone for long though.
No sooner has he left than a young redheaded woman in a tricorner hat (link) with a seagull feather in it runs to Iryana and takes her hand and grabs Nyk's too before he gets too far. With her head bowed she mumbles a few words under her breath.
4d6 ⇒ (5, 1, 6, 1) = 13
You hear what are clearly a couple of prayers to Besmarra, the pirate queen, a goddess worshipped by many in the Shackles. The young woman is asking for aid healing those who were hurt.
Those of you around her feel a warmth surround you as good energy flows through your body and takes away any pain you may be feeling. Both Nyk and Iryana are healed to full!
When she's done mumbling she looks up with a smile.
"You should feel better now! Thought you were a goner for sure, way you took that fall though, reminded me o' my cat!"
She unsheathes a dagger she has at her side. With a flourish she flips it in the air and catches the blade, handing it to Iryana hilt first, sitting nicely around it is an armband inscribed with blue designs all around it. Iryana recognizes both of these items as her own.
"I was convincing the quarter master to give me back some o' my religious items, and, well, I convinced her to hand me a few extras too. She said these belong to you." She laughs lightly, and winks as she starts to walk away, leaving Iryana with her dagger and armband.
"I'm Sandra, come find me during rest time tonight. I could use a few new friends."
As quickly as she arrives, she leaves, just as Plugg returns with a large, unseemly looking man who can barely stand straight. The black chicken riding on his shoulder squawks softly as it has to readjust to stay on it's perch.
Plugg turns to Surma, "This is Ambrose Kroop, the ships cook. Do what he tells you, now go. You too cat! You should be gone already!" The balding man scowls unpleasantly.
"Well hell! You see that Bezzy? That girl has wings and a tail. Don't see that to often!" Ambrose seems to be talking to the chicken on his shoulder, but he does eventually turn his attention on the young Tiefling. "Well sweet'eart you can call me Fishguts, e'ryone else 'as been doin' it fer years! Come on, I'll show you the kitchen!"
---------------------------------------------------------------------
Alright, here come the work assignments! You have now each been assigned a place on the crew, welcome to the Wormwood, ya lubbers!
Each day aboard the is split in to two phases, the Day and the Night. Some of these days we will play one phase at a time, some of these days will be uneventful and we can just roll for both phases and move on.
Since this is the first day aboard, we will run each phase separately. Each day you will each be assigned a task that requires one or more rolls, that result represents your work performance for the day. There are a number of actions that you can take to effect this result. Under the campaign tab there is a spoiler called 'Day Time Actions', once you have received your task below you can check out those actions and let me know what you want to do for the day.
On the map each section of the ship is labeled, if you choose to take either the Sneak or Shirk options, let me know which area of the ship you'd like to explore according to the number on the map (A1, A2, etc.)
I apologize if this is confusing, and I can clear up anything if needed, just ask if you need to.
1st Nyk, 2nd Tyr: 2d6 ⇒ (5, 3) = 8
"You, furry boy, I need a runner today. That's you! You're taking messages back and forth. Get to it!" Nyk, Make a Acrobatics and a Constitution Check, both DC 10, remember to include any modifiers by the action you choose for this phase.
"Half-elf, swab the deck, you'll find a mop and holystones over in that corner!" Tyr, DC 10 Strength or Constitution, up to you, remember to include any modifiers by the action you choose for this phase.
1st Brine, 2nd Iryana: 2d6 ⇒ (2, 1) = 3
"Alright Dwarf, you can climb. Let's see. Line work, that's next. Hoist the sails!" Brine, make a Profession (Sailor) or Strength check, your choice. Make a constitution check after that. All DC 10, remember to include any modifiers from the action you choose for this phase.
"And the faller. You probably broke the rigging. Go fix it. Now!" Iryana, make 2 successful DC 10 Climb checks to reach the rigging, followed by a DC 10 Profession (Sailor) or Dexterity check, your choice. Remember to include any modifiers from the action you choose for this phase. For the purpose of working, you do not fall on a failed climb check, you just halt progress.
When you enter the kitchen, it's havoc! A score of chickens and three live goats all wander about, dirt food and knives are everywhere. You see two wooden workstations, two small stoves and cupboards everywhere.
Fishguts wanders in, seemingly uncaring about the state of his work environment and grabs a bottle of rum from one of the cupboards, he raises an eyebrow at you, as if asking if you want any, as he considers what needs to be done for the days meal.
1d6 ⇒ 2
"Everything is basically done! You just gotta help me cook it. What's your name anyway bird-girl?"
You are lucky! Todays job is cooking, but since Fishguts is sober he automatically passes your skill check for the day! You can take any of the Daytime actions without penalty. If you want, you can also roll a Perception check, DC 10, to see if you can find anything useful in the kitchen.
Feel free to roleplay your successes or failures. Unless you're doing anything that requires my response, this is all I need from you until the next story update. The Wormwood Crew is mostly ignoring you today, but feel free to talk to any of the other party members who are working in your area. I'm not going to hold anyone to the 36 hour standard because I don't want to rush you guys, particularly with all the information in this post. Just respond when you have the time.

Tyer |

Works Diligently
Deck Swab: 1d20 + 8 ⇒ (14) + 8 = 22
Tyr settles in to the familiar place of being the low man on the totem pole in a pirate ship. Not sure who he can trust he keeps his eyes open, but wants to draw no negative attention to himself on his first day on the job

GM Moose |

Tyr spends his day diligently mopping the deck, and scrubbing the floors with sandstone. The crew and officers barely seem to notice him at first, but as the day goes he starts to get attention for his clear work ethic.
"Look at that guy go!" Says a young blonde human sitting on the deck carving a whale bone. As far as Tyr knows he was also assigned to swab the deck, but he's been slacking off for most of the day unless the officers are are on deck. "He's got the deck cleaner than it's ever been, don't you think Rosie?"
Rosie is a well muscled halfling woman who has been running repairs on the deck all day. She can be heard cursing under her breath frequently about losing her fiddle, and Tyr is sure he heard her threaten to cut the fingers of a strange gnome that tired to grab her rear earlier in the day.
"Maybe that's cause he actually works Jack!" She shouts back, following it with a rude gesture.
The smile on her face quickly fades as she hears the crack of a whip near by. She scowls as Mr. Scourge walks on deck with a face equally unhappy.
"Jack too good for work again?" Scourge snaps his whip, this time in Jacks direction making the young man flinsh before he's hauled up on his feet by the angry officer.
"What did I tell you 'bout shirking yer duties boy! We all work on this ship. I'm fed up with tellin' you everyday. It's lashes fer you boy. Right now, I ain't waiting till 'Bloody Hour'."
As the angry boatswain drags the boy away, Jack calls out to Rosie for help, but Rosie just shrugs and looks away.
As Rosie clearly leaves the boy to his punishment he turns his attention to Tyr. " New guy, you can tell him! I was just resting my legs. I've been workin'! Right? Come on, tell him I've been workin'! Please!"

Iryana |

Knowledge Religion: 1d20 + 2 ⇒ (3) + 2 = 5
Climb to Rigging: 1d20 + 0 ⇒ (18) + 0 = 18
Climb to Rigging: 1d20 + 0 ⇒ (12) + 0 = 12
Dexterity: 1d20 + 3 ⇒ (2) + 3 = 5
Sneak to A4 (Perception): 1d20 + 6 ⇒ (14) + 6 = 20
Iryana grins after Sandra and slips on the armband. Strapping her dagger to the outside of her right calf, she scales the rigging, reveling in the feel of the sea spray on her face and the absence of a bruised posterior. She begins to mend the ropes but soon gives up in frustration at the tangled web she's created. There must be something more interesting to do on this ship.
"Dwarf!"She hisses."Dwarf! Care to share your name? You as talented with working with ropes as you are at climbing them? I'm feeling the need to stretch my legs - and I think those stairs are just the place to do it. Would you mind helping out with this rigging while I satisfy our curiosity?"

Surma "Toni" Tuoni |

Knowledge Religion: 1d20 + 4 ⇒ (9) + 4 = 13
A little apprehensive about Plugg's foreboding pleasantry and not thrilled in the least to see the dilapidated state of the kitchen. Nonetheless, she was pleased to see, or rather smell, Fishgut's temporary sobriety and elated about the ease of duties for today.
Jolly-ho Fishguts! Ya can call this sinner Toni. And blast me if ever I've been compared to any bird folk. Back on the green earth I usually get compared to the demons. I'll take it a compliment from a fine mate. Muttered: "Nocticula take you" I may have to add I fancy your companion. Pray tell, does the creature perchance have a name? Ah, but first, let's get the chowder ready for them sharks a sailing.
Automatically passes cooking skill
Mighty fine with the clams, aye. You handle 'em so sweet and tenderly. Avast, I leave ya to the company of yer perched friend. I'm a heading to the Quartermaster to see if my gear hadn't been tossed to those diresome depths.
Happy to get away with a man who thinks his putrid rags could pass even for a pirate. As she continues to walk to the Quartermaster she thinks: "Mother would be most unhappy to have her daughter compared to such a despicable creature".
Ahoy Quartermaster! Ya can call me Toni and this lass has come looking for a lady's toys. You know, a woman's gotta have a little fun now and again. Maybe ya'd like to lend a hand?

Tyer |

Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11
Looks down submissively and scrubs harder.
"Sorry if the floors aren't clean enough, Sir. We've both been breaking our backs on this deck. Jack there had a leg spasm from the effort just a couple minutes ago, but we'll make up for it, Sir!"
Tyr talks in a panicked voice as if he thinks his fate is tied to Jack's.

Nyktan "Nyk" |

Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Constution: 1d20 + 4 ⇒ (5) + 4 = 9
Despite being brought upon the ship against his will, Nyk couldn't deny the excitement he felt at the prospect of actually working on a ship. Many of the crew members had quirks that he could do without however, but he would just keep a close eye on the less savory characters in case something went amiss. He would fight tooth and claw to get out of this place if they try to make him do something he didn't want to do.
With that in mind Nyk set about his task.
'They want me to play delivery boy? Piece of cake!'
After a full day of running to an fro from bow to stern, he was completely wiped out. He was panting lightly and the light dusting of fur on his body was sticking to him in a most unpleasant way. He sank to his haunches, his ears flat against his head, this wasn't exactly what he thought it would be. Where was the grand sense of adventure? The rescuing of damsels and the hunting of treasure? This was certainly not a story to write home about. His family were depending on him to face dangers untold and hardships unnumbered, not for him to deliver boring plots and scandalous love letters between mates on the ship.

Brine |

Profession (Sailor): 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Constitution: 1d20 + 2 ⇒ (14) + 2 = 16
Brine hoist the sails. He works methodically and sullenly. He is getting impatient with his situation and he glowers as he ties off the main boom. He had expected to be testing himself, not kidnapped and made to work on a sailing ship.
He is brought out of his grumbles by the call from the blue lady. He climbs up to wear she is working on the ropes. He has heard of Undine, but has never seen one in person.
Climb: 1d20 + 6 ⇒ (11) + 6 = 17
"Name of Brine, Blue Lady." He lowers his voice. "Glad to see some one else with an eye to maybe getting out of here. I'll take a look at the ropes"
Dexterity: 1d20 + 2 ⇒ (10) + 2 = 12
"Maybe this is how it's done. Depending on how Moose feels about helping and what not.
"Listen lady, you see a free spirit, and it seems a shame to have you kept. Go on and do your exploring and let me know what you find, I'll finish this up here."
He turns back to the mending of the ropes.
"Oh." He says before she departs. "Don't tell me your name unless it is going to mean something, and don't make me regret tell you mine."

GM Moose |

Brine you can definitely assist Iryana, but please make me a Constitution check DC 14 to not be fatigued by the extra work. Will have another update when I get home tonight!

Brine |

Constitution: 1d20 + 2 ⇒ (12) + 2 = 14
Brine works diligently at fixing the rope. It sure is a good thing he is in such good shape. Still, double duty could get a little tiring.

GM Moose |

Woah! Didn't expect everyone to get their posts in so quickly. So, here is how this is going to go down. I'm going to Post 3 times tonight, I doubt any of you will manage to post between them, but just in case: Please hold off on posting until all 3 of my new posts (this one included) are in and done.
- Post 1: Response to the work day for the Swabs. Nyk and Tyr.
- Post 2: Response to the work day for the Riggers. Brine and Iryana.
- Post 3: Response to the work day for the Cook's Mate. Toni.
Once we have any interactions or conversations wrapped up, I'll post the next story update. We could technically move on right now, but the Wormwood is crewed with a number of unique individuals who you will be interacting with over the coming days, I'd like to introduce a few of them at a time. These crew members will be working beside you, so while you don't need to remember all of them, you would do well to make friends. As Tyr is about to prove, having each others back can prevent you from punishment, and has a number of other benefits as well that you will discover as we continue playing.
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Post 1: The Swabs.
Tyr:
As the half-elf speaks on Jacks behalf Mr. Scourge looks surprised. Not that Tyr can see it with his face on his work, which is too bad, because rarely does the crew get to relish such a sight.
Mr. Scourge looks at Jack and lets go of the boy.
"That sniveling man over there ain't got a reason to stick up for you boy! And he looks too cowardly to lie, so you got lucky. This time anyway." Scourge shoves Jack hard onto the ground and walks away shaking his head.
For his part, Jack looks mostly unscathed. He looks at Tyr and smirks a bit.
"Someone always tries to rescue me, but it doesn't usually work, so I owe you one...uh...what's your name anyway? They call me Jack Scrimshaw on account of all the carvings I do on whale bone." Jack sticks around long enough to hear the response, but seems to have learned his lesson, at least for now, and picks up a holystone. working the opposite side of the deck, trying to match Tyr's fervor at first, but quickly taking a more leisurely pace.
Rosie nods approvingly, but doesn't say anything else. Done with her repairs, she swigs some grog she'd kept nearby and walks away humming an old shanty.
----------------------------------------
Nyk
Running back and forth around the various decks of the Wormwood is tiring work, especially for a newly pressed lubber who doesn't know his way around yet. However, despite the stress, Nyk does an admirable job, a few of the crew members start pointing him in the right direction when they realize that helping Nyk will make the officers happy, and improve their own standing aboard the ship.
At one point, when he is given a few moments to rest his legs, Nyk is called over by a couple of female pirates on the lower deck who are sneaking in some dice and drinking a little grog.
The taller one, a brown haired human with scars up and down her arms smile at the young man.
"Wonder if you can do an'thing fun with that tail, lad. Maybe you'll let me pet you sometime." She winks as she says it and laughs loudly, swigging her drink and rolling her dice. "You're working hard for someone who woke up hungover this very morn'. Come here, take a moment with us."
The shorter one, and elderly gnomish woman with green skin and wispy blue hair turns her head to Nyk and looks him over. "D'ya like cat boys Giffer? D'ya? Maybe? Maybe you don't actually. Maybe ya just like them cause Tilly says ya should." It takes Nyk a moment before he realized that Giffer is not the human, but the gnome, and she's mostly talking to her self. Her clothes are a mess and she looks barely conscious. The human, presumably named Tilly from the gnomes grumbling, just smiles warmly at the old gnome and hands her another drink.
"Well?" Tilly says before Nyk can even respond. "Wait too long and they'll 'ave you runnin' again. Come on!
Because you failed your Con check, you are fatigued at the end of the day phase. That means you take a -2 to Strength and Dex checks until you get 8 hours of bed rest.

GM Moose |

Post 2: The Riggers.
Brine and Iryana
Because you are interacting with one another, I'm combining your post.
Iryana, having recovered from her fall, shows a deftness at climbing halfway up the mast, though it remains to be seen if she'll ever be able to climb higher. Unfortunately, not knowing much about sailing in a ship this size, she is incapable of actually fixing the rigging.
Brine, for his part, has a relatively easy day of it, the winds are favorable, so hoisting the sails and adjusting them is minimal work, giving him extra time to wander the deck. Before anyone has a chance to introduce themselves, Iryana calls from up above looking for aid, and Brine once again proves that you don't need two good legs to be a pirate.
Leaving him to complete her job, Iryana shuffles back down to the deck and casually strolls over to inspect some of the more dedicated sections of the main deck.
The first door she moves to is pretty clearly locked, but she can see through the window. Mr. Plugg is inside, taking a nap, and there seems to be one or two other bodies in hammocks beside him. The life of an officer must be easy! Also in the room are various chests, likely containing goods belonging to the individuals Iryana can see within.
Before she can even consider trying to open the door Iryana hears a shout from up above. Both she and Brine can see a barefoot redhaired woman swinging from the main mast toward the fore mast. She climbs down to the deck with ease and stops near the Iryana, huffing.
"Woah woah woah hun!" She says with a rural accent. "Now you don't wanna go trying those doors miss, lookey here!" She points to a few holes around lined up next to the door, "These here are the Officers Quarters, and they got 'em trapped real good. You touch that handle without the right key, and honey you won't be coming off the deck but in red soaked rags!"
She looks up at the rigging on the main mast and giggles a bit, "I see you got that dwarf gentleman to do your work for ya, that might work for today, but you best be careful dear. You don't wanna get caught by Pluggers there. I ain't to keen on him my ownself, but I ain't gonna rock the boat!" She chuckles at her joke and starts to walk away.
"Where are my manners! They call me Barefoot Samms Toppin, seein' as I don't like wearing nothin' on my feet!" She wiggles her toes for emphasis and struts off to continue her work, whatever it is.
As Iryana meets Barefoot Samms, Brine finishes up the Undines work and climbs down If he wants, no check needed. There's still a little time before the end of the work day, but everyone seems to be anxiously as it closes near. Both Brine and Iryana hear someone talk about someone called 'Jakes' but any conversation quickly hushes. There are a few minutes left before end of phase, feel free to talk to each other. For a little bit if you want.
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By chance you guys seem to have met mostly female crew members. I promise this isn't some sort of harem on the sea!

GM Moose |

Last but not least:
Post 3: The Cook's Mate
Toni
Since you spend most of your day in the Galley (Area A8 on the map), it is 100% acceptable to make your perception check and still see the quarter master, let's see what you find!
1d4 ⇒ 22d14 ⇒ (5, 3) = 81d20 ⇒ 4
You find 11 knives, used for cooking and chopping most likely. And a vial that with your skill in alchemy you can tell is holy water. Do you take these items?
Fishguts smiles as Toni talks, and is happy to banter a bit as they spend some time working together.
"You lot might be the strangest of e'ry group been pressganged yet! And I don't even mean by the look o' ya. You all barely seem to mind forced labor! But listen sweat'eart, listen to me good!"
He leans in, speaking softly.
"It's poison, this ship, but don't let an'one hear ya say it! The hull listens, see, and the cap'n hears it all. Poison the Wormwood is, though, rotten to the core. You'll not meet a nastier, more sour piece o' work than Cap'n Harrigan in all your sea farin' days! And his crew's the same, 'specially that firs' mate, Mr. Plugg. Viscious li'l sod, he is. Take his own mother's liver to the butcher to make pies, he would, but that leave me alone mostly. They know I can't 'arm 'em."
His serious face turns bright at the mention of the chicken on his shoulder. "Ol' Bezzey here is my prize chicken! Black-Hearted Bezebel is 'er full name and she's a beaut! Love birds, an' chickens ain't 'alf so bad as folk think. Oh, taste this love, ain't that good! You bet your ass it is!" He laughs heartily and swigs his drink, clearly enjoying his job even if he doesn't think much of the ship he does it on. The day continues much like this until cookings done.
Feel free to talk to ask more questions of Ambrose if you'd like, you'll be seeing him almost everyday though so you can hold them for later if you'd like too.
When Fishguts hears Toni is headed to the Quartermaster his eyes light up.
"You tell Grok I sent ya! She's my best mate aboard this piece o' drift, it'll do ya good to let 'er know we're workin together. She's a tough one, that old greenskin, but she ain't so bad underneath it all!" He waves Toni away, despite his friendly nature, he's clearly happy to get some time alone with his drink.
As Toni heads into the ships store (A9), she spies the Quartermaster herself, a reedy half-orc woman with large scars across her neck. She wears dark clothes and has a number of throwing knives hanging from her waist in addition to a notched battleaxe slung on her back. Somehow, despite the cramped nature of the store, she manages to navigate if deftly.
At Toni's introduction she turns, looks her up and down, and smiles a toothy grin.
"Here I thought you new swabs would be in fer your personals. But that's the captains booty now, and we ain't got nothin' fer the 'ladies' either lass. Or maybe I'd be friendlier."
If you would like to try to get your gear, you can try Bluff, Intimidate or Diplomacy, with the appropriate roleplay.

Iryana |

Iryana wiggles her own bare toes in response as Samms walks away then turns to Brine.
"Well, I appreciate you doing double duty - and doing a better job of it than me at that. I'm afraid I didn't find much, although I almost found myself without hands, so I'll call today a draw. Folks on this ship aren't half bad, but I'm not like to trust them as of yet. You, however - I didn't bring you back anything, so I think the least I could do would be to give you my name. Iryana."

Tyer |

Tyr holds his act until Scourge is definitely gone. He then straightens up staring daggers after his newest enemy.
"Don't mention it. Figure we'll do better if we watch each others backs."
He turns to Jack and extends his hand.
"Name's Tyr. I'd like to hear more about this ship later, but for now we should probably get back to work. I don't think I could rescue you again without opening that sea-dog's throat, and I'm still too hung over to send anyone to Davy Jones today."
Spends most of the rest of the day with his head down and his ears open breaking only if he sees an opportunity to talk to the Dwarf.
"Ahoy, fancy climbing you did back there, you a sailor by trade? Name's Tyr. I take it you're not too fond of our situation either. I don't mind being at sea again, but they didn't even say please. I haven't found anything out except some of the crew seem to be decent while the officers seem good for little other than fish food. Care to help me feed the fishes? No specific plans as of yet, but you seem like someone I'm going to want on my side when the boat starts rocking."