| Jack Handsome |
"Me the casanova? A well, if you say so, lady of the butterfly stings. Come on, cutie-pie, tell me how you ended on this beautyful vessel of earthly delights?". Sitting up in his hammock, Jack checks Aishe from head to toe with his eyes. Not the undressing sort of look, but close.
| Viviana Masters |
Viviana snorts in laughter "Butterfly Stings...do you remember how hard I hit Owlbear? He damn near folded in half...butterfly sting indeed..."
Viviana grins at the newcomer "Best keep an eye on this one, i've seen the way he looks at Sandara's bottom when shes not looking", she teases.
| Aishe Kaleja |
Aishe smirks at Jack's advances, and at the repartee between he and Viviana. She sits up and turns to address the latter. "My name is Aishe...Aishe Kaleja...and like you, I did not board this particular ship by choice. Thinking back on it, I was likely drugged while drinking at a tavern in Port Peril. I woke up in that - and I use the term loosely - man's cabin fully a week ago, and have been trying to resist his advances and get out ever since." She gestures around at her new surroundings. "It seems now that I have succeeded."
| Viviana Masters |
"Seems a similar story to ourselves, except none of us were so particularly unfortunate enough to end up in Mr Pluggs cabin" Viviana shrugs slightly "I expect your experiences might improve due to your new surroundings"
Viviana drops her elbow and lies back on her cot, thinking hard. Assuming no further conversation or questions she quickly goes back to sleep.
GM Tyranius
|
Day 8
After a day of heavy winds and rain, a storm well and truly hits the Wormwood. Everyone wakes with a crash and within seconds you hear Voices shouting on the deck! All Hands on Deck! All Hands on Deck!
As the group reaches the deck they notice that the storm is rocking the boat violently as it lurches to the left and right by tens of feet. Mister Plugg begins yelling orders and soon points to the four of youEveryone get on repairing that rigging! the wind is tearing it to shreds. Get it fixed or I will keelhaul the whole lot of you like I am going to do to your crow friend!
Rigger: 1d6 ⇒ 1
| Aishe Kaleja |
Climb: 1d20 + 2 ⇒ (19) + 2 = 21 Up 7.5'
Climb: 1d20 + 2 ⇒ (9) + 2 = 11 No progress
Climb: 1d20 + 2 ⇒ (11) + 2 = 13 Up 7.5'
Climb: 1d20 + 2 ⇒ (17) + 2 = 19 Up 7.5'
Climb: 1d20 + 2 ⇒ (7) + 2 = 9 No progress
Climb: 1d20 + 2 ⇒ (7) + 2 = 9 No progress
Climb: 1d20 + 2 ⇒ (19) + 2 = 21 Up 7.5'
Profession (Sailor): 1d20 + 7 ⇒ (11) + 7 = 18
Aishe climbs nimbly enough, having to pause to hold on to the rigging whenever the wind was blowing particularly hard. However, she reaches the top and reties the rigging with a practiced hand.
| Viviana Masters |
Climb #1: 1d20 + 6 ⇒ (19) + 6 = 25
Climb #1: 1d20 + 6 ⇒ (8) + 6 = 14
Climb #2: 1d20 + 6 ⇒ (17) + 6 = 23
Climb #2: 1d20 + 6 ⇒ (6) + 6 = 12
Climb #3: 1d20 + 6 ⇒ (11) + 6 = 17
Climb #3: 1d20 + 6 ⇒ (19) + 6 = 25
Climb #4: 1d20 + 6 ⇒ (18) + 6 = 24
Climb #4: 1d20 + 6 ⇒ (8) + 6 = 14
Profession Sailor: 1d20 + 8 ⇒ (17) + 8 = 25
| Sarrien |
Sarrien tells Xavier to stay below decks as he himself rushes up. The storm proves a hindrance as he attempt to climb, grabbing some rope and tying it to his waist. When he finally makes it up he secures the rope to the mast in case he falls before getting to work.
climbing with guidance
Climb: 1d20 + 1 ⇒ (19) + 1 = 20
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (2) + 1 = 3
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (3) + 1 = 4
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (6) + 1 = 7
Climb: 1d20 + 1 ⇒ (17) + 1 = 18
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
Climb: 1d20 + 1 ⇒ (20) + 1 = 21
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (6) + 1 = 7
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (3) + 1 = 4
Climb: 1d20 + 1 ⇒ (3) + 1 = 4
Climb: 1d20 + 1 ⇒ (14) + 1 = 15
Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Climb: 1d20 + 1 ⇒ (2) + 1 = 3
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Dex: 1d20 + 3 ⇒ (18) + 3 = 21
| Jack Handsome |
Running up just in breeches and without shoes Jack looks around. The heavy sea and the rolling ship truly shows that the ship is in grave danger.Spitting in his hands Jack moves to the rigging.
climb: 1d20 + 1 ⇒ (20) + 1 = 21 Watching Viviana climb he takes some hints, but a crushing wave nearly lets him loose his grib. Praying to Besmara he holds on and climbs higher and higher.
climb: 1d20 + 1 ⇒ (12) + 1 = 13
climb: 1d20 + 1 ⇒ (14) + 1 = 15
Smiling to Barefoot for a moment Jack shouts:"BEING BAREFOOT DOES HELP"
Dex: 1d20 + 3 ⇒ (5) + 3 = 8
Dex: 1d20 + 3 ⇒ (15) + 3 = 18 At first the rolling ship and the wet rope gives him problems but in the end he finally manages to do his job.
"VIVIANA, WE HAVE TO HELP SARRIEN!"
I think in a storm and bad weather you shout more than you speak
GM Tyranius
|
Everyone makes it to the top and begins to repair what they can of the rigging. Sarrien has quite a bit of trouble in the wind and rain as the mast and rigging are quite slippery but as he tied himself to the mast he doesn't slip very far during his climb.
As the day rolls on the crew is called down for supper which is only a biscuit today as Jack and Kroop are helping with the rigging. Once "dinner" ends Mister Plugg goes back to yelling orders. BACK TO WORK! WE WORK THROUGH THE NIGHT OR THIS SHIP WILL GO UNDER!
Rigger: 1d6 ⇒ 3
THE UPPER RIGGING HAS BECOME TANGLED! GET UP THERE AND FIX IT NOW! Mister Plugg points to the top of the mast
At the end of your shift you must make a DC 14 Con check or be fatigued (or if you were already fatigued then you become exhausted)at the end of your shift.
| Viviana Masters |
Climb #1: 1d20 + 6 ⇒ (7) + 6 = 13
Climb #1: 1d20 + 6 ⇒ (9) + 6 = 15
Climb #2: 1d20 + 6 ⇒ (20) + 6 = 26
Climb #2: 1d20 + 6 ⇒ (1) + 6 = 7
Climb #3: 1d20 + 6 ⇒ (6) + 6 = 12
Climb #3: 1d20 + 6 ⇒ (7) + 6 = 13
Climb #4: 1d20 + 6 ⇒ (3) + 6 = 9
Climb #4: 1d20 + 6 ⇒ (5) + 6 = 11
Climb #5: 1d20 + 6 ⇒ (6) + 6 = 12
Climb #5: 1d20 + 6 ⇒ (9) + 6 = 15
Climb #6: 1d20 + 6 ⇒ (5) + 6 = 11
Climb #6: 1d20 + 6 ⇒ (12) + 6 = 18
Profession (Sailor): 1d20 + 8 ⇒ (10) + 8 = 18
Constitution Check: 1d20 + 1 ⇒ (7) + 1 = 8
GM Tyranius
|
That was really close to falling hehe
| Viviana Masters |
"A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. "
I had no chance at falling with the safety Sure Grasp offers me, since its not the natural 1, but rather the natural 20 for Climb #2 that is carried over.
I guess I could get a double nat 1 though, Id fall to my death then!
| Jack Handsome |
Running on the rolling deck Jack slips on his first try. Remembering Sarriens trick he also binds himself to the mast, just to be on the safe side.
climb: 1d20 + 1 ⇒ (4) + 1 = 5 falling
climb: 1d20 + 1 ⇒ (17) + 1 = 18 10feet and retying the rope
climb: 1d20 + 1 ⇒ (10) + 1 = 11
climb: 1d20 + 1 ⇒ (3) + 1 = 4 held by the rope
climb: 1d20 + 1 ⇒ (12) + 1 = 13 20 feet and retying the rope
climb: 1d20 + 1 ⇒ (9) + 1 = 10
climb: 1d20 + 1 ⇒ (2) + 1 = 3 held by the rope Good idea with the rope tying, thanks sarrien
climb: 1d20 + 1 ⇒ (12) + 1 = 13 Reaching 30feet and retying the rope.
dex: 1d20 + 3 ⇒ (13) + 3 = 16 After reaching his spot Jack takes a breath and with renewed vigor works the ropes.
climb: 1d20 + 4 ⇒ (3) + 4 = 7 But todays dutys have completly exhausted Jack.
Mattock. NOW. Please Besmara, I just want to sleep!
| Aishe Kaleja |
Realizing that a fall from the top of the mast could easily kill her, and seeing the others tie themselves to the rigging after they are able to climb some distance, Aishe follows suit; she grabs a length of rope and ties it around her waist, as well as the rigging.
Climb: 1d20 + 2 ⇒ (7) + 2 = 9 No progress
Climb: 1d20 + 2 ⇒ (20) + 2 = 22 Up 7.5'
Climb: 1d20 + 2 ⇒ (5) + 2 = 7 Fall (no progress)
Climb: 1d20 + 2 ⇒ (10) + 2 = 12 Up 7.5'
Climb: 1d20 + 2 ⇒ (14) + 2 = 16 Up 7.5'
Climb: 1d20 + 2 ⇒ (17) + 2 = 19 Up 7.5'
Climb: 1d20 + 2 ⇒ (4) + 2 = 6 Fall (no progress)
Climb: 1d20 + 2 ⇒ (4) + 2 = 6 Fall (no progress)
Climb: 1d20 + 2 ⇒ (2) + 2 = 4 Fall (no progress)
Climb: 1d20 + 2 ⇒ (8) + 2 = 10 No progress
Climb: 1d20 + 2 ⇒ (3) + 2 = 5 Fall (no progress)
Climb: 1d20 + 2 ⇒ (15) + 2 = 17 Up 7.5'
Climb: 1d20 + 2 ⇒ (20) + 2 = 22 Up 7.5'
Climb: 1d20 + 2 ⇒ (16) + 2 = 18 Up 7.5'
Profession (Sailor): 1d20 + 7 ⇒ (17) + 7 = 24
Con: 1d20 + 1 ⇒ (6) + 1 = 7
As the crew works through the night, Aishe's voice cuts through the howling winds, carrying rhythmic songs about trial and loss, hardship and pain, and allowing the other crewmen to give voice to these same feelings.
When the crew returns to their quarters after the difficult night, she sings briefly, hoping to give the others - and herself - some respite from their fatigue.
Perform (Song): 1d20 + 7 ⇒ (6) + 7 = 13
Perform (Song): 1d20 + 7 ⇒ (8) + 7 = 15
I'm hoping that the sea singer's sea shanty can be used here to remove the fatigued condition?
| Jack Handsome |
sorry need a few more rolls
climb: 1d20 + 1 ⇒ (15) + 1 = 16up higher fasten rope
climb: 1d20 + 1 ⇒ (13) + 1 = 14up fasten rope
climb: 1d20 + 1 ⇒ (4) + 1 = 5no progress
climb: 1d20 + 1 ⇒ (10) + 1 = 11The ship is shaking that badly.
climb: 1d20 + 1 ⇒ (3) + 1 = 4 held by the rope
climb: 1d20 + 1 ⇒ (1) + 1 = 2again
climb: 1d20 + 1 ⇒ (14) + 1 = 15
| Sarrien |
Climbx100: 100d20 ⇒ (15, 13, 10, 3, 12, 2, 3, 1, 15, 9, 15, 15, 6, 17, 14, 13, 12, 6, 1, 9, 20, 16, 13, 3, 10, 12, 15, 4, 17, 10, 6, 5, 15, 13, 18, 12, 18, 8, 6, 18, 7, 6, 5, 12, 15, 5, 16, 20, 18, 17, 16, 4, 8, 15, 19, 10, 14, 1, 2, 19, 17, 4, 18, 14, 20, 5, 4, 2, 15, 18, 8, 16, 13, 16, 13, 6, 14, 10, 20, 8, 18, 10, 10, 14, 15, 12, 11, 16, 17, 17, 17, 18, 5, 17, 2, 3, 11, 8, 3, 20) = 1144 I make it eventually thanks to my trusty life saving rope!
Dex: 1d20 + 3 ⇒ (1) + 3 = 4 Useless.
Con: 1d20 + 2 ⇒ (15) + 2 = 17 No fatigue. Because I didn't really do anything! lol
Sarrien climbs up with the others and tries to help fix the rigging. When he looks down and sees the waves he almost falls. This was something he was most certainly not prepared for.
GM Tyranius
|
The crew works throughout the night as Sarrien just seems to be able to climb to the top of the upper rigging as his body goes rigid with fright causing him to be unable to repair any of the rigging with the others, something that Master Scourge and Mister Plugg will be sure to notice.
As the party climbs down they all look to be fatigued after all of the work aboard the ship...... Suddenly the ship lurches and you hear a shrill thud and a scream. Within seconds there are pirates rushing to the side of the ship. It seems that someone was thrown overboard as the ship was tossed in the water. As you near the edge of the boat you see that it is in fact Rosie who is being tossed around in the stormy waters about 10 feet away from the ship.
Conchobar is hanging on the rails a look of absolute terror on his face.NO! ROSIE!
Swim check: 1d20 + 3 ⇒ (17) + 3 = 20
| Sarrien |
"Whoever can swim tie this rope around you. We will pull you in." If someone volunteers to swim out to Rosie he will tie the rope around their waist and cast mage armour on them, "In case of sharks."
| Jack Handsome |
Cursing for some luck Jack grabs a piece of rope, puts it in his mouth and jumps after her.By Besmara, I will not desert a comrade onboard
Swim: 1d20 + 5 ⇒ (8) + 5 = 13
Luckily invigorated by Aishes song he manages to get closer soon and ties it around her and himself
Swim: 1d20 + 5 ⇒ (10) + 5 = 15
Swim: 1d20 + 5 ⇒ (20) + 5 = 25
Helping with staying overwater he waits for the other to tie them back close to the ship.
| Viviana Masters |
Viviana reacts quickly grabbing the other end of the rope and heaving on it
Assuming a Strength check here
Strength: 1d20 + 2 ⇒ (8) + 2 = 10
"For gods sake, someone help me with this, you know how much Jack eats!"
GM Tyranius
|
It is stormy waters Jack so a DC 20 Swim check and it says that if fail check by 5 or more you lose your grip on the rope... but you can add strength modifier to the person on the rope to your swim check.
GM Tyranius
|
I am typing up and matching Jacks swim Tests to Rosie's that I am currently rolling. It will just take me a minute. lol unless you want to jump in sooner but that will take some off of Jacks's current swim check.
GM Tyranius
|
You are good on amount of checks right now I will match Rosie's check up with yours one for one. So far you have 5 swim checks. You swim at half speed as full-round action and quarter speed as move action. It looks like with the three pulling on the rope it will add 4 to your swim check, but if fail by 5 or more the stormy waters rip you out of the rope.
Rosie Swim Check 1: 1d20 + 3 ⇒ (16) + 3 = 19(compared to Jack 17)
distance: 1d3 ⇒ 1 multiply by 10=30 feet
As Jack enters the frigid waters he sees Rosie for a second but is unable to move at all in the waters.
Rosie goes under for a second but returns to the surface 30 more feet away from the boat. Currently 40 feet away now
Rosie Swim Check 2: 1d20 + 3 ⇒ (14) + 3 = 17compared to Jacks 19
After Rosie surfaces she is able to stay right where she is for a short time.
Rosie Swim Check 3: 1d20 + 3 ⇒ (3) + 3 = 6 compared to Jack's 29
distance: 1d3 ⇒ 2 multiply by 10= 20 feet
Rosie is only able to stay where she is for a short time as she drifts further away. currently at 60 feet Jack is able to swim towards her a bit as he gets closer through the rough stormy waters while the rest hold him steady and anchored to the boat. Jack is currently at 20 feet from the boat and 40 feet from Rosie.
Swim Check 4: 1d20 + 3 ⇒ (13) + 3 = 16(compared to Jack's 16)
Rosie thrashes in the water as both herself and Jack are able to hang steady in the cold waters. Jack sees that Rosie has a look of fear in her eyes.
swim check 5: 1d20 + 3 ⇒ (6) + 3 = 9 (compared to Jacks 25)
distance: 1d3 ⇒ 3 multiply by 10
Rosie is washed unt the water and resurfaces gasping for breath as she is now 30 more feet away. Rosie is currently 70 feet away Jack is able to get a bit more distance as he swims as hard as he can through the waters. Jack is currently 35 feet from the boat and 35 feet from Rosie.
Hope this makes sense. If Rosie fails she moves further and if Jack makes the check he swims at half speed towards her.
GM Tyranius
|
That first check seems to have changed it was a 9 total so ignore that.
| Jack Handsome |
Besmara, if you help me now, I will donate half of my first plundered coins to the waves!
Tieing the rope around Jack will move quarter speed first round.
swim: 1d20 + 9 ⇒ (14) + 9 = 23
swim: 1d20 + 9 ⇒ (4) + 9 = 13
swim: 1d20 + 9 ⇒ (12) + 9 = 21
swim: 1d20 + 9 ⇒ (7) + 9 = 16
GM Tyranius
|
Aishe- The assistance of you three is that you are merely adding your strength modifiers to Jack's swim check so that he has a better chance since he jumped in crazy stormy waters. :D If he fails by 5 or more though he could be lost at sea.
Rosie Swim Check 6: 1d20 + 3 ⇒ (20) + 3 = 23(Jack had 23)
Rosie is able to hold out for a little bit as she swims with all of her might against the strong currents from the waters and the boat skimming in the waters. Jack is also able to make some distance as well as he ties the rope to his body. Rosie is now 62.5 feet from the boat. Jack is currently 42.5 feet from the boat and 20 feet from Rosie.
Rosie Swim Check 7: 1d20 + 3 ⇒ (19) + 3 = 22(Jack had 13)
Rosie continues to swim as hard as she can and gets closer to Jack but as a wave crashes over him she loses sight of the man as he goes under the waves. The rope gives a sudden jerk from the hands of the three remaining on board. Rosie is now 55 feet away from the boat. Jack is under the surface of the water and 42.5 feet away from the boat and 12.5 feet from Rosie.
Bad swim check put you under water and .....
Need a DC 12 reflex save from the three members on board to catch the rope or it goes into the water with Jack. Hurry!
Rosie Swim Check 8: 1d20 + 3 ⇒ (15) + 3 = 18(Jack has 21)
Rosie continues to tread water as Jack resurfaces from the water with a little propulsion from the boat pushing him in Rosie's direction.
Good swim check brought you back up. Rosie is now 55 feet away from the boat. Jack just regained the surface and is now 50 feet from the boat and 5 feet from Rosie.
Almost there!
Rosie Swim Check 9: 1d20 + 3 ⇒ (8) + 3 = 11 (Jack had 16)
distance: 1d3 ⇒ 1 multiply by 10= 20 feet
Suddenly a wave crashes in as Rosie is dashed away from Jacks grasp and is flung 20 feet further while Jack stays put. Rosie is now 75 feet from the boat. Jack is currently 50 feet from the boat and 25 feet from Rosie.
Rosie is beginning to look weary but she is still swimming as hard as she can.
| Aishe Kaleja |
Feeling the rope slip from her grasp, she gasps and catches the flailing end before it is gone completely.
Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20
Would it be too much to ask that Aishe's strength bonus (+2) be added to Jack's rolls retroactively? There were a number of rounds before I woke up...:-P
GM Tyranius
|
Yea They were added in. He basically had +4 added to his previous swim rolls.
| Jack Handsome |
Pulling in some extra rope Jack throws it towards Rosie.
str: 1d20 + 1 ⇒ (10) + 1 = 11
Casting Light on it.
concentration: 1d20 + 4 ⇒ (2) + 4 = 6
Throwing it towards rosie
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
GM Tyranius
|
Jack hurls the rope towards Rosie but the strong winds end up blowing the rope clear behind him
Miss Direction: 1d8 ⇒ 5
GM Tyranius
|
You have to meet her touch AC which is 13 to throw it 10 feet. you have a -2 modifier for throwing the rope each addition 10 foot increments so 20 feet would be -2 and 30 feet -4 and so on.
GM Tyranius
|
No you strength is already added in as you are just holing him anchored to the boat and not pulling him anywhere.
GM Tyranius
|
He had the rope tied to him. the round her threw it he bunched up a lot and hurled it so he had nothing to hand her unless he untied himself.
GM Tyranius
|
Rosie Swim Check 10: 1d20 + 3 ⇒ (15) + 3 = 18 (Jack had 11)
Rosie is able to hold her head above water barely as she seems to be having trouble staying at the surface while a wave rips Jack under once again. The Rope burns through all of the members on the ship's hands as they once again lose their grips.
Need a DC 12 Reflex save to catch the rope again
Rosie Swim Check 11: 1d20 + 3 ⇒ (11) + 3 = 14 (Jack had 19)
distance: 1d3 ⇒ 1 multiply by 10= 10 feet
Rosie is able to mostly remain where she is at as she goes under the water. Every once in awhile Jack is able to catch signs of her hand as it feebly goes into the air. Jack regains the surface as the boats momentum thrusts him forwards a bit Rosie is now 85 feet from the boat. Jack is currently 57.5 feet from the boat and 27.5 feet from Rosie.
Rosie Swim Check 12: 1d20 + 3 ⇒ (3) + 3 = 6 (Jack had 21)
distance: 1d3 ⇒ 3 multiply by 10= 30 feet
A wave wisks Rosie away as Jack sees her hand sink below the surface and does not seem to be coming back up again as Jack swims for her as he begins to feel his rope go tight. Rosie is now 115 feet from the boat. Jack is currently 72.5 feet from the boat and 42.5 feet from where Rosie went under.
| Jack Handsome |
If no one has an idea, I fear this is a lost game!
Last 6 trys.
concentration: 1d20 + 9 ⇒ (7) + 9 = 16light cantrip so she can see me.
swim: 1d20 + 9 ⇒ (12) + 9 = 21
swim: 1d20 + 9 ⇒ (19) + 9 = 28
swim: 1d20 + 9 ⇒ (4) + 9 = 13
swim: 1d20 + 9 ⇒ (13) + 9 = 22
swim: 1d20 + 9 ⇒ (19) + 9 = 28