
Boldwin Stonearm |

I can't see the map, it just shows the ship.
Weaving away from the monster in spite of his disadvantage, Boldwin draws his brass knuckles and retaliates with a punch.
Swim: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Attack: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Damage: 1d3 + 4 ⇒ (2) + 4 = 6 halved=3

Black Dhugal |

Dhugal will double move on round one to swim to the creature attacking Boldwin.
For Round 2 Dhugal will draw his dagger and will sneak attack the creature.
Attack: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Damage: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10
swim check during combat: 1d20 + 5 ⇒ (1) + 5 = 6

GM Aku |

Combat Recap:
Round one.
- Sh’torek was unaware of any danger.
- Boldwin was unaware of any danger.
- Ambrose was unaware of any danger.
- Monster2 move to Sh’torek attack and grab him.
- Dughal double moves near the second monster, drawing his dagger.
- Sandara cast a spell and toss Sh’torek her dagger.
- Monster1 moves to boldwin and attack
Round Two.
- Sh’torek Missing his action.
- Boldwin put his gloves and punch the monster.
- Ambrose Missing his action.
- Monster2 Not yet his turn.
- Dughal attacked and sneaked the monster1 with boldwin
- Sandara Not yet his turn.
- Monster1 Not yet his turn.
To continue, we need Ambrose and Sh’torek actions.
Sorry for the confusion with the round numbers.

GM Aku |

Round Two – Init 11 – Monster1
The monster attacks Sh’torek again with both claws.
Claw1: 1d20 + 2 ⇒ (18) + 2 = 20
Dmg: 1d4 ⇒ 1
Claw2: 1d20 + 2 ⇒ (3) + 2 = 5
Dmg: 1d4 ⇒ 1
Grab: 1d20 + 8 ⇒ (6) + 8 = 14
Hitting him once, but failing to grab the barbarian again.
Sh'torek, do a fort save DC 13 for me, if you fail this one, the next test (at the beginning of your turn), raises to DC 15
Round Two – Init 10 – Sandara
Sandara swim closer to Sh’torek, drawing her rapier.
Swim: 1d20 + 4 ⇒ (11) + 4 = 15
taking the oportunity to attack.
Atk: 1d20 + 4 ⇒ (6) + 4 = 10
Dmg: 1d6 + 1 ⇒ (1) + 1 = 2
However, she misses it.
Round Two – Init 9 – Monster2
The second monster will attack Boldin.
Claw1: 1d20 + 2 ⇒ (19) + 2 = 21
Dmg: 1d4 ⇒ 1
Claw2: 1d20 + 2 ⇒ (9) + 2 = 11
Dmg: 1d4 ⇒ 1
Grab: 1d20 + 8 ⇒ (20) + 8 = 28
Hitting him once, and grabbing the dwarf.
Boldwin, do a fort save DC 13 for me
Round Two.
- Sh’torek Attack but missis it.
- Boldwin put his gloves and punch the monster.
- Ambrose Missing his action.
- Monster2 Attack Sh’torek barely hurting him and fails to grapple.
- Dughal attacked and sneaked the monster1 with boldwin
- Sandara Moves and attack, but misses.
- Monster1 Attack the dwarf, barely hurting him, but grabbing him.

GM Aku |

”Swimming and Dying”
Round Three:
Ordered initiative:
Sh’torek ⇒ 22
Boldwin ⇒ 21
Ambrose ⇒ 15
Monster2 ⇒ 11
Dughal ⇒ 10
Sandara ⇒ 10
Monster1 ⇒ 9
Active Effects-
Don’t forget to read the combat rules for water combat.
Sh'torek is poisoned and needs two saves DC 13 at beginnig of his turn. If the first one fails, the DC of the second one raises to 15
Boldwin need a Fort Dc 13 to avoid the poison.
Map
Notes
Ambrose, don't forget to post your round two action.
Actions-
You can post your actions.

Boldwin Stonearm |

Fortitude: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 That would happen!
Boldwin grunts as he is struck by the creature's glancing blow, but is surprised to find himself grappled by it. Nonetheless, he makes no attempt to break its hold on him, instead swinging away at it.
Attack: 1d20 + 4 - 2 - 2 ⇒ (7) + 4 - 2 - 2 = 7 Including penalties from both swimming and being grappled.
Damage: 1d3 + 4 ⇒ (3) + 4 = 7

Black Dhugal |

Dhugal continues to sneak attack the creature.
Swim Check: 1d20 + 5 ⇒ (15) + 5 = 20
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12
Crit Check: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Lieutenant Ambrose Jeggare |

Round 2
Ambrose is alerted by the violent splashing in the water. Searching around for the source, he spots the attacking reefclaws. Armed with no weapons, he treads water and casts his only prepared offensive spell. A swirling orb of black fire appears in his hand and he hurls it at the one near Sh'torek.
Magic Missile damage: 1d4 + 1 ⇒ (1) + 1 = 2
Round 3
Knowledge (nature): 1d20 + 4 ⇒ (19) + 4 = 23
Out of spells, Ambrose resorts to some quick thinking. He wracks his brain for any forgotten knowledge about reefclaws and their natural predators and conjures up a silent image of one rising from under the reef, hoping to scare them away.

Sh'torek |

Round 3
Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Are you freaking serious?! That NEVER happens to me. Like. Never. Best two rolls I've ever had by far.
Sh'torek continues his weak assault upon the lobster like creature.
Dagger: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d4 ⇒ 2
Annnnd there goes the mighty streak. Unfortunately, the poison saves are gonna have to rolled again, seeing how my AC sucks and I can't hit this thing to save my life. LITERALLY! :P
AC 11; Hp's 13/16

Black Dhugal |

Dhugal climbs back on the ship and dumps the crabs on the deck.
Once away from prying ears, he mutters darkly, "On the contrary, this has only enhanced my mood for blood. But next time, it will be Scourge and his cronies that I will sink my dagger into."

Sh'torek |

Survival: 1d20 + 2 ⇒ (7) + 2 = 9
Managing to make it back with his own crab load, Sh'torek nods a firm assent to Dhugal's claim, he himself becoming tired of the treatment from the whip wielding man.

Boldwin Stonearm |

Survival: 1d20 + 7 ⇒ (18) + 7 = 25
Boldwin groans, feeling sluggish despite his unsubstantial wound being healed. As he pulls the strange creature's corpse off himself, he looks down on it, frowning thoughtfully. Figuring that he didn't want to return to the ship empty-handed, he grabs the two dead creatures by their tails and heads on back with the others.

GM Aku |

You all get back to the ship, Boldwin helps Ambrose cook dinner, and they use the reefclaw for the captain, and since you brought a lot of crabs, they were made for the crew.
After dinner, Captain Harrigan summons Boldwin. At his feet, all the gear he had before he was press ganged into service.
”They told me it was your idea, bringing those reefclaws. I appreciate it. It was a wonderful meal. For you service, I’ll return your thing. I expect you keep the good work sailor.” with that, the cabin girl, pick up the things and deliver it to you.
You can assume you have all your things back, the 21gp included.
==/==
Things fall back in routine again; you have to work, work, and work.
Whenever you fail to complete one of your duties, you are beaten into unconsciousness by Mister Plugg, before being dragged into the crew bunk again.
Every time you fail one of your work tasks. You can’t take a night action because you were beaten to almost death.
"You failed me last time Ambrose. Things you were supposed to fix, and you damaged them. I did not reported you to Plugg, because I still want you as my assistant. Do not fail me again." says a tired looking Peppery Longfarthing.
Day 12: 1d6 ⇒ 3
Day 13: 1d6 ⇒ 6
1 – Assist the Sailing master setting right courses, finding the ships position, calculating any detour and how to get back on the right path.
Intelligence check DC 15 or profession Sailor DC 20 or profession Astrology DC 15
2 - Supervising the midshipmen and mates taking their noon sightings and the maintenance of the ship’s compass.
Perception DC 15 or Intelligence DC 10 or Disable Device DC 15
3- Verify and check the stowing of sails, rigging, and ship’s anchor items in the hold. Security and issue of spirits, report to the Sailing Master.
Perception DC 15 or Intelligence DC 10
4 – Verify if all important documents such as the Muster Books, Pay Books, Tickets, were properly stored and signed.
Perception DC 15 and Linguistic DC 10 or Intelligence DC 10 and Linguistic DC 10
5 – Check and maintain tools, such as charts, reference books and instruments needed for navigation and astronomical observation.
Perception DC 15 or Intelligence DC 10 or Profession (Sailor) DC 15
6 - Assist Sailing master to keep the ship’s official log book.
Intelligence DC 10 or Linguistic DC 10
You have 2 daytime actions, 2 nighttime actions.
Day 12: 1d6 ⇒ 6 -> Kroop is Sober
Day 13: 1d6 ⇒ 3 -> Kroop is Drunk
1 or 2 Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.
3 Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
4 Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
5 Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.
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.
You have 2 daytime actions, 2 nighttime actions.
Day 12: 1d6 ⇒ 4
Day 13: 1d6 ⇒ 2
1 Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
2 Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
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.
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.
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.
You have 2 daytime actions, 2 nighttime actions.
Day 12: 1d6 ⇒ 1
Day 13: 1d6 ⇒ 5
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.
2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
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.
4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
6 Mainsail Duties: Tough work raising and lowering the mainsail, 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.
You have 2 daytime actions, 2 nighttime actions.

GM Aku |

The Day 14 begins, this time you were all excused from the day work. Instead of Master Scourge, you were directed, everyone, Ambrose included, to learn some vital pirate skill.
Today is the Boarding School!
Riaris Krine, the Wormwood’s master gunner, is waiting for you at the main deck (A3). Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg, she may be the most vile-tongued wench you have ever met, and her language makes Rosie Cusswell sound like a nun.
”So here we f~$#ing are with a bunch of suckling babies. If ye were expecting go off easy, remember the only easy thing you ever got was your mother t%%%, and a whore pussy. I don’t expect any good from any of you. I doubt you even know how to jerk off. Babies one and all. Grappling hooks are an essential part of piracy, used to grapple enemy ships and draw them closer for boarding. Being able to use them is therefore considered a vital pirate skill. “
Krine orders the jolly boat on the main deck (area A3) to be launched at dawn for the day’s work. She takes two characters out at a time to instruct them in using grapples.
The pairs are: Dughal and Ambrose, Boldwin and Sh’torek.
The exercise consists of the characters in the jolly boat throwing grapples onto the Wormwood from 40 feet away, tying the rope off, and then boarding the Wormwood by climbing along the rope.
Throwing a grappling hook (Core Rulebook 155) requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. The Wormwood’s rail is AC 5. At 40 feet away, the PCs have a –6 on their attack rolls. Once the hook is set, the PC must tie off the rope as a move action, then shimmy along the rope, requiring DC 15 Climb checks.
Krine gathered some random soldiers, to ‘help’ her in this test, once you start climbing, they will start to climb, the four pirates aboard the Wormwood hurl a variety of rotting food, garbage, empty bottles, and buckets of bilgewater at you. Each time they hit, you’ll need a reflex DC 10 to avoid falling in the water.
If you fall, a DC 10 swims to the jolly boat and await other instructions.
The attacks below are from the Sailors aborad:
Round one:
Atk Ambrose: 1d20 - 1 ⇒ (14) - 1 = 13
Atk Ambrose: 1d20 - 1 ⇒ (7) - 1 = 6
Atk Dughal: 1d20 - 1 ⇒ (4) - 1 = 3
Atk Dughal: 1d20 - 1 ⇒ (16) - 1 = 15
Round two:
Atk Ambrose: 1d20 - 1 ⇒ (18) - 1 = 17
Atk Ambrose: 1d20 - 1 ⇒ (16) - 1 = 15
Atk Dughal: 1d20 - 1 ⇒ (2) - 1 = 1
Atk Dughal: 1d20 - 1 ⇒ (4) - 1 = 3
Round Three:
Atk Ambrose: 1d20 - 1 ⇒ (13) - 1 = 12
Atk Ambrose: 1d20 - 1 ⇒ (13) - 1 = 12
Atk Dughal: 1d20 - 1 ⇒ (10) - 1 = 9
Atk Dughal: 1d20 - 1 ⇒ (4) - 1 = 3
Round Four:
Atk Ambrose: 1d20 - 1 ⇒ (20) - 1 = 19
Atk Ambrose: 1d20 - 1 ⇒ (12) - 1 = 11
Atk Dughal: 1d20 - 1 ⇒ (13) - 1 = 12
Atk Dughal: 1d20 - 1 ⇒ (4) - 1 = 3
Krine gathered some random soldiers, to ‘help’ her in this test, once you start climbing, they will start to climb, the four pirates aboard the Wormwood hurl a variety of rotting food, garbage, empty bottles, and buckets of bilgewater at you. Each time they hit, you’ll need a reflex DC 10 to avoid falling in the water.
If you fall, a DC 10 swims to the jolly boat and await other instructions.
The attacks below are from the Sailors aborad:
Round one:
Atk Boldwin: 1d20 - 1 ⇒ (9) - 1 = 8
Atk Boldwin: 1d20 - 1 ⇒ (10) - 1 = 9
Atk Sh'torek: 1d20 - 1 ⇒ (16) - 1 = 15
Atk Sh'torek: 1d20 - 1 ⇒ (9) - 1 = 8
Round two:
Atk Boldwin: 1d20 - 1 ⇒ (15) - 1 = 14
Atk Boldwin: 1d20 - 1 ⇒ (8) - 1 = 7
Atk Sh'torek: 1d20 - 1 ⇒ (15) - 1 = 14
Atk Sh'torek: 1d20 - 1 ⇒ (7) - 1 = 6
Round Three:
Atk Boldwin: 1d20 - 1 ⇒ (6) - 1 = 5
Atk Boldwin: 1d20 - 1 ⇒ (11) - 1 = 10
Atk Sh'torek: 1d20 - 1 ⇒ (10) - 1 = 9
Atk Sh'torek: 1d20 - 1 ⇒ (5) - 1 = 4
Round Four:
Atk Boldwin: 1d20 - 1 ⇒ (19) - 1 = 18
Atk Boldwin: 1d20 - 1 ⇒ (7) - 1 = 6
Atk Sh'torek: 1d20 - 1 ⇒ (15) - 1 = 14
Atk Sh'torek: 1d20 - 1 ⇒ (7) - 1 = 6

Black Dhugal |

Hauling Rope and Knot Duty
Strength: 1d20 + 4 ⇒ (16) + 4 = 20
Con: 1d20 + 1 ⇒ (19) + 1 = 20
Night Action: Spy on Scourge and Plugg
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Rat Catcher Duty
Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Night Action: Spy on Scourge and Plugg
Stealth: 1d20 + 5 ⇒ (17) + 5 = 22

Sh'torek |

Day 12
Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (1) + 6 = 7 No progress
Climb: 1d20 + 6 ⇒ (11) + 6 = 17
Climb: 1d20 + 6 ⇒ (14) + 6 = 20
Profession (sailor): 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15 Work diligently
Night time: Sleep
Day 13
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
Climb: 1d20 + 6 ⇒ (11) + 6 = 17
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
Climb: 1d20 + 6 ⇒ (20) + 6 = 26
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
Climb: 1d20 + 6 ⇒ (20) + 6 = 26
Climb: 1d20 + 6 ⇒ (7) + 6 = 13
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
HA! Every one a success. What are the freaking odds? :)
Night time: Sleep
Day 14
Shtorek looks upon the task and mentally sighs, but keeps his outward appearance stoic as he moves to take his turn. Raring back, he tosses the hook...
Grappling hook: 1d20 + 3 - 6 ⇒ (8) + 3 - 6 = 5 vs. AC 5
...and barely manages to catch it on the railing of the boat. Tying off his end, he takes a deep breath and begins climbing.
Climb: 1d20 + 6 ⇒ (1) + 6 = 7
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
Climb: 1d20 + 6 ⇒ (17) + 6 = 23
Climb: 1d20 + 6 ⇒ (16) + 6 = 22
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
So with the failed climb check, I fall in already, right? No need for reflex save, I guess?
Or can we Take 10 on the climb checks? If we can, I'll just do that.
I got hit 3 times vs my AC 12
Ref: 1d20 + 2 ⇒ (16) + 2 = 18
Ref: 1d20 + 2 ⇒ (19) + 2 = 21
Ref: 1d20 + 2 ⇒ (4) + 2 = 6
So either way, I fall in.

Black Dhugal |

Day 14
Throw grappling hook: 1d20 - 6 + 2 ⇒ (15) - 6 + 2 = 11
Dhugal will take 10 on the climb checks.
Ref Save: 1d20 + 5 ⇒ (15) + 5 = 20
Ref Save: 1d20 + 5 ⇒ (20) + 5 = 25
He successfully dodges the food and garbage.

Boldwin Stonearm |

Boldwin merely nods to the captain in gratitude, knowing better than to speak to him directly. The brass knuckles and armor had been all he really needed up to that point, but it was nice to have his belongings back.
Survival (12): 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 Work Dilligently
Survival (13): 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 Work Dilligently
The two days go on without a hitch, even when Kroop is drunk out of his mind.
Grappling Hook: 1d20 + 2 - 6 ⇒ (19) + 2 - 6 = 15
Climb: 1d20 + 3 ⇒ (4) + 3 = 7 Assuming no progress means I never got on the rope to begin with...
Climb: 1d20 + 3 ⇒ (7) + 3 = 10
Climb: 1d20 + 3 ⇒ (20) + 3 = 23
Climb: 1d20 + 3 ⇒ (1) + 3 = 4
Boldwin makes it about five feet before falling into the water with a loud splash. Muttering about how much he hates ropes, the dwarf swims back to the boat, fully expecting to get beaten again.
"Well there goes my streak o' decent days..."
Swim: 1d20 + 7 ⇒ (18) + 7 = 25

Lieutenant Ambrose Jeggare |

Ambrose bows his head. "It will not happen again, Ms. Longfarthing." He grinds his teeth, remembering the sorry state of the old instruments. That day he makes sure to double and triple check every bit of rope and piece of stored sail. Taking stock of the rum stores, he notices a substantial quantity that appears to be missing. Even taking into account the extra rum the Kroop must consume on his own, it doesn't add up.
Day time action: Work diligently
Intelligence check: 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12
Night time action: Talk to Kroop about the crew's drinking problem
"Mister Kroop, in taking stock of our rum stores today I have discovered an alarming discrepancy. I was hoping that you might be able to shed some light on the matter. I certainly do not expect that you yourself have managed to consume nearly half a tun in the last three months, but perhaps you might know if someone has been helping themselves? I understand that there are a number of those among the crew that might be complicit. Please understand, I am in no way interested in seeking punishments for anyone; I merely seek to resolve the matter."
Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
Day 13
Intelligence check: 1d20 + 4 ⇒ (12) + 4 = 16
Checking the log book is a simple, if tedious, matter. As is typical of the written records, they seem almost obsessively well-kept. Bemused by this, Ambrose raises the matter with Peppery. "Ms. Longfarthing, the records aboard the Wormwood seem curiously tidy for a pirate ship. I have observed you to be a diligent and attentive officer, but this seems a bit...excessive."
Day time action: Retrieve clubs from the bilges
Night time action: Influence Maheem
Intimidate check: 1d20 + 1 ⇒ (4) + 1 = 5
While performing his nightly prayers to Asmodeus, Ambrose overhears Maheem scoffing, muttering something that sounded blasphemous. Regarding him coolly with his red-on-black eyes, he matter-of-factly responds, "Fear not, you godless cur. Asmodeus has a special place for you and yours. By his command, Belial will have your soul cast into a brick and you will have the honor of being part of Hell's masonry for all of eternity. Perhaps you might even be built into the library where record of your transgressions is kept."
Day 14
Round 1
Grappling hook: 1d20 + 2 - 6 ⇒ (3) + 2 - 6 = -1
Reflex save: 1d20 + 2 ⇒ (1) + 2 = 3
Swim check: 1d20 + 1 ⇒ (4) + 1 = 5
After an impressive display of incompetence with a grappling hook, Ambrose takes a rotten cabbage directly to the skull, knocking him into the water. Stunned, he flails about in the water, unable to properly swim.

GM Aku |

Krine look at you all, evident disgust in her face ”What ya all f#!& think we are f$#~ing doing here? Stop playing like f~~%ing whores and climb the f~%@ing ropes again! And someone help that f~+%ing embarrassing piece of s+~$ that can’t even swim!” she yells.
Round One
Atk Ambrose: 1d20 - 1 ⇒ (12) - 1 = 11
Atk Ambrose: 1d20 - 1 ⇒ (18) - 1 = 17
Atk Dughal: 1d20 - 1 ⇒ (15) - 1 = 14
Atk Dughal: 1d20 - 1 ⇒ (7) - 1 = 6
Round Two
Atk Ambrose: 1d20 - 1 ⇒ (20) - 1 = 19
Atk Ambrose: 1d20 - 1 ⇒ (14) - 1 = 13
Atk Dughal: 1d20 - 1 ⇒ (5) - 1 = 4
Atk Dughal: 1d20 - 1 ⇒ (6) - 1 = 5
Round Three
Atk Ambrose: 1d20 - 1 ⇒ (6) - 1 = 5
Atk Ambrose: 1d20 - 1 ⇒ (9) - 1 = 8
Atk Dughal: 1d20 - 1 ⇒ (15) - 1 = 14
Atk Dughal: 1d20 - 1 ⇒ (6) - 1 = 5
Round Four
Atk Ambrose: 1d20 - 1 ⇒ (9) - 1 = 8
Atk Ambrose: 1d20 - 1 ⇒ (1) - 1 = 0
Atk Dughal: 1d20 - 1 ⇒ (9) - 1 = 8
Atk Dughal: 1d20 - 1 ⇒ (4) - 1 = 3
Round One
Atk Boldwin: 1d20 - 1 ⇒ (3) - 1 = 2
Atk Boldwin: 1d20 - 1 ⇒ (12) - 1 = 11
Atk Sh’torek: 1d20 - 1 ⇒ (18) - 1 = 17
Atk Sh’torek: 1d20 - 1 ⇒ (8) - 1 = 7
Round Two
Atk Boldwin: 1d20 - 1 ⇒ (18) - 1 = 17
Atk Boldwin: 1d20 - 1 ⇒ (2) - 1 = 1
Atk Sh’torek: 1d20 - 1 ⇒ (8) - 1 = 7
Atk Sh’torek: 1d20 - 1 ⇒ (4) - 1 = 3
Round Three
Atk Boldwin: 1d20 - 1 ⇒ (17) - 1 = 16
Atk Boldwin: 1d20 - 1 ⇒ (9) - 1 = 8
Atk Sh’torek: 1d20 - 1 ⇒ (17) - 1 = 16
Atk Sh’torek: 1d20 - 1 ⇒ (4) - 1 = 3
Round Four
Atk Boldwin: 1d20 - 1 ⇒ (14) - 1 = 13
Atk Boldwin: 1d20 - 1 ⇒ (15) - 1 = 14
Atk Sh’torek: 1d20 - 1 ⇒ (11) - 1 = 10
Atk Sh’torek: 1d20 - 1 ⇒ (8) - 1 = 7

Boldwin Stonearm |

Round 1
Climb: 1d20 + 3 ⇒ (12) + 3 = 15
Climb: 1d20 + 3 ⇒ (15) + 3 = 18
Round 2
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 3 ⇒ (2) + 3 = 5
Boldwin is able to climb out about ten feet on his second attempt, holding on even when a bottle breaks against his shoulder. Nonetheless, he ends up losing his balance and falling into the water again.
Swim: 1d20 + 7 ⇒ (13) + 7 = 20
Once again he swims back to the boat, unammused.

Black Dhugal |

Round 1
Climb: 1d20 + 8 ⇒ (12) + 8 = 20
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Round 2
Climb: 1d20 + 8 ⇒ (20) + 8 = 28
Round 3
Climb: 1d20 + 8 ⇒ (12) + 8 = 20
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Round 4
Climb: 1d20 + 8 ⇒ (6) + 8 = 14
Dhugal again falls in the water after being hit in the head with a cabbage.

Sh'torek |

Round 1
Climb: 1d20 + 6 ⇒ (3) + 6 = 9
Ref: 1d20 + 2 ⇒ (16) + 2 = 18
Grabbing a hold of the rope and beginning to climb, Sh'torek sees trash being flung his way. As he deftly avoids it, he loses his grip and falls in anyway, becoming more and more agitated at the stupid test as he swims back.

Lieutenant Ambrose Jeggare |

Round 1
Ambrose sputters water as he's hauled back aboard the jolly boat. He takes a long look at the Wormwood and smoke begins to leak from his eyes as he fumes. Drawing arcane sigils in the air, he mutters the words for a spell and a thick fog appears along the rails of the ship. Satisfied, he sets to work with his grappling hook.
Grappling hook: 1d20 + 2 - 6 ⇒ (10) + 2 - 6 = 6
I cast silent image to create an illusion of fog to give us some cover from the thrown objects. I'm guessing I miss with my grappling hook.

GM Aku |

Ambrose use a spell to block the sailors line of sight, while he climb the rope.
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb: 1d20 + 1 ⇒ (6) + 1 = 7
Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
But before he has even started to climb the rope, she fall in the water again, his concentration being broken and the spell vanishing.

GM Aku |

Dughal managed to climb the boat, but Krine spared him only a glance.
Her attention focused in the others that were still trying.
She smiles when Ambrose uses the spell to block the vision, and laughs really hard when he falls into the water.
”Is that the best ya got?” she spits ”Boys” she says turning to the sailors throwing stuff at him ”you don’t need to throw anything at him this time. He’ll fall all by himself!” she says laughing.
Ambrose, no attack on you in this climb attempt. :P
Then she turns to the others.
”have you no f##@ing shame? Get that filth ass up here. Climb the damn rope!”
But the sailors are ready to trown at you.
Round One
Atk Boldwin: 1d20 - 1 ⇒ (15) - 1 = 14
Atk Boldwin: 1d20 - 1 ⇒ (1) - 1 = 0
Atk Sh’torek: 1d20 - 1 ⇒ (14) - 1 = 13
Atk Sh’torek: 1d20 - 1 ⇒ (4) - 1 = 3
Round Two
Atk Boldwin: 1d20 - 1 ⇒ (1) - 1 = 0
Atk Boldwin: 1d20 - 1 ⇒ (8) - 1 = 7
Atk Sh’torek: 1d20 - 1 ⇒ (2) - 1 = 1
Atk Sh’torek: 1d20 - 1 ⇒ (4) - 1 = 3
Round Three
Atk Boldwin: 1d20 - 1 ⇒ (2) - 1 = 1
Atk Boldwin: 1d20 - 1 ⇒ (6) - 1 = 5
Atk Sh’torek: 1d20 - 1 ⇒ (1) - 1 = 0
Atk Sh’torek: 1d20 - 1 ⇒ (2) - 1 = 1
Round Four
Atk Boldwin: 1d20 - 1 ⇒ (13) - 1 = 12
Atk Boldwin: 1d20 - 1 ⇒ (17) - 1 = 16
Atk Sh’torek: 1d20 - 1 ⇒ (16) - 1 = 15
Atk Sh’torek: 1d20 - 1 ⇒ (13) - 1 = 12

Boldwin Stonearm |

Climb: 1d20 + 3 ⇒ (3) + 3 = 6
Climb: 1d20 + 3 ⇒ (18) + 3 = 21
Climb: 1d20 + 3 ⇒ (13) + 3 = 16
Climb: 1d20 + 3 ⇒ (10) + 3 = 13
Climb: 1d20 + 3 ⇒ (10) + 3 = 13
Climb: 1d20 + 3 ⇒ (7) + 3 = 10
Climb: 1d20 + 3 ⇒ (5) + 3 = 8
Again, Boldwin makes it about ten feet before falling into the water.

Sh'torek |

Climb: 1d20 + 6 ⇒ (3) + 6 = 9
Tired and agitated from the constant climbing, Sh'torek grabs for the rope with one hand, then throws his other hand up to grab on as well. Misjudging it terribly, he falls in once again.

GM Aku |

Anyone has any notice about Ambrose?
Climb: 1d20 + 1 ⇒ (14) + 1 = 15
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Once again Ambrose tries to climb, only to fall.
Krine makes another disgusting face, looking at the three of you still unable to climb.
”We are done for today. I’m praying for a battle, only to see you die, trying to climb aboard the enemy ship.” she then spit and leave you in the deck.
You have one day action and one night action for the day 14.

GM Aku |

After the boarding ‘school’ things get back to the same routine in the woornwood.
Work. Work. Punishment. Humiliation. Work. Punishment.
Day 15: 1d6 ⇒ 2
Day 16: 1d6 ⇒ 5
1 – Assist the Sailing master setting right courses, finding the ships position, calculating any detour and how to get back on the right path.
Intelligence check DC 15 or profession Sailor DC 20 or profession Astrology DC 15
2 - Supervising the midshipmen and mates taking their noon sightings and the maintenance of the ship’s compass.
Perception DC 15 or Intelligence DC 10 or Disable Device DC 15
3- Verify and check the stowing of sails, rigging, and ship’s anchor items in the hold. Security and issue of spirits, report to the Sailing Master.
Perception DC 15 or Intelligence DC 10
4 – Verify if all important documents such as the Muster Books, Pay Books, Tickets, were properly stored and signed.
Perception DC 15 and Linguistic DC 10 or Intelligence DC 10 and Linguistic DC 10
5 – Check and maintain tools, such as charts, reference books and instruments needed for navigation and astronomical observation.
Perception DC 15 or Intelligence DC 10 or Profession (Sailor) DC 15
6 - Assist Sailing master to keep the ship’s official log book.
Intelligence DC 10 or Linguistic DC 10
”I don’t understand you Ambrose.” says Peppery ”First you try to win my favor, then you refuse me. Are you trying to make me into an enemy?”
Describe your dayactions and nightactions for each day.
Day 15: 1d6 ⇒ 5 Kroop is Sober!
Day 16: 1d6 ⇒ 4 Kroop is Drunk!
1 or 2 Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.
3 Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
4 Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
5 Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.
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.
Describe your dayactions and nightactions for each day.
Day 15: 1d6 ⇒ 2
Day 16: 1d6 ⇒ 6
1 Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
2 Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
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.
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.
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.
Describe your dayactions and nightactions for each day.
Day 15: 1d6 ⇒ 2
Day 16: 1d6 ⇒ 2
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.
2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
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.
4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
6 Mainsail Duties: Tough work raising and lowering the mainsail, 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.
Describe your dayactions and nightactions for each day.
I know I’ve not really answering all your post and actions. I’ll take a time today, and recount all your actions and describe things you were able to accomplish. The quartermaster is friendly to you. I would recommend making her helpful, so you can get your gear back.

Black Dhugal |

Day 15
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Night action: continue to investigate the ship and spy on the ship's officers.
Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
Day 16
Profession: 1d20 + 4 ⇒ (1) + 4 = 5
Night action: continue to investigate the ship and spy on the ship's officers.
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11

Sh'torek |

Day 15
Profession (sailor): 1d20 + 7 + 4 ⇒ (19) + 7 + 4 = 30 Work diligently
Con check: 1d20 + 3 ⇒ (18) + 3 = 21
Night time: Sleep
Day 16
Profession (sailor): 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23 Work diligently
Con check: 1d20 + 3 ⇒ (14) + 3 = 17
Night time: Sleep

Boldwin Stonearm |

Day 15
Whoops, how exactly did the rum rations work again?
Boldwin is more than happy to share a drink with Kroop, who turns out to be not so bad when he is sober. He shows genuine interest in Kroop's stories, for a moment remembering the times he used to spend back at port. The dwarf lays it on a bit thick with the flattery this time around, trying again to curry the cook's favor.
Taking a drink and making an influence attempt.
Fortitude: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18
Day 16
Survival: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26 Work Diligently
The previous day was fun, but leaves Kroop dead drunk. Luckily, Boldwin does really need his help this time around.
Night action for both days is sleeping.

Lieutenant Ambrose Jeggare |

Day 15
Intelligence check: 1d20 + 4 ⇒ (17) + 4 = 21
Surprised by Peppery's little tantrum, Ambrose barely suppresses his mirth. "Rejection was never my intention, Ms. Longfarthing. I simply mean to see that I do not wear out my welcome. And," he adds after a moment, "between you and Scourge, my back does require some time to recover."
Day time action: retrieve some of the clubs from the bilges to sell
Night time action: visit Peppery Longfarthing, ask about her magical experiments afterward
Day 16
Intelligence check: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Day time action: Sell the clubs
Night time action: Influence Grok
Diplomacy check: 1d20 + 9 ⇒ (8) + 9 = 17

GM Aku |

Dughal is a suspicious person, almost every night he sneaks out while Sh’torek and Boldwin snores loudly in their bunks.
Every night, spying on Mr Plugg and Scourge, but his suspicious is not unfunded; every night Scourge does his best to convince Plugg that his friends are trouble. Last night, as it seems, Plugg if finally convinced of that too.
==/==
Ambrose, they are normal maces, you sell them for half of price.
Using his ‘free’ time, Ambrose ventures into the bilges, collect the maces, and sell it to Grok. Using this as excuse, he starts a conversation with the always half-drunk half orc.
Influenced her from Friendly to helpful.
After some more conversation, he is able to convince the woman that it’s best interest for all, to have the group retrieve their belongings.
Ambrose was able to recover all your initial gear. Update your crunch please.

GM Aku |

Therefore, once again, begins your day in the wormwood. However, things seems to be different now.
Part of the crew, that one didn’t cared about you, now seems unfriendly. Those you knew that didn’t liked you, are way more hostile.
As you walk about, it’s not hard to happen you bump into someone, chances that they use to deliver a punch, a kick. If Scourge sees it, he pretend he didn’t. Worse, Mr Plugg has taken directly interest in you all. Wherever you go, there’s someone observing you, whenever he has a change, he humiliate you in from of the crew, making them laugh about you.
Everyone else in the crew that was not friendly has changed one category. Those indifferent turned into Unfriendly, those unfriendly into hostiles. Those that already were hostiles cannot be influenced anymore.
Day 17
1d6 ⇒ 2
Day 18
1d6 ⇒ 5
1 – Assist the Sailing master setting right courses, finding the ships position, calculating any detour and how to get back on the right path.
Intelligence check DC 15 or profession Sailor DC 20 or profession Astrology DC 15
2 - Supervising the midshipmen and mates taking their noon sightings and the maintenance of the ship’s compass.
Perception DC 15 or Intelligence DC 10 or Disable Device DC 15
3- Verify and check the stowing of sails, rigging, and ship’s anchor items in the hold. Security and issue of spirits, report to the Sailing Master.
Perception DC 15 or Intelligence DC 10
4 – Verify if all important documents such as the Muster Books, Pay Books, Tickets, were properly stored and signed.
Perception DC 15 and Linguistic DC 10 or Intelligence DC 10 and Linguistic DC 10
5 – Check and maintain tools, such as charts, reference books and instruments needed for navigation and astronomical observation.
Perception DC 15 or Intelligence DC 10 or Profession (Sailor) DC 15
6 - Assist Sailing master to keep the ship’s official log book.
Intelligence DC 10 or Linguistic DC 10
Day 17 – Kroop is Drunk
1d6 ⇒ 6
Day 18 – Kroop is Sober
1d6 ⇒ 1
1 or 2 Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.
3 Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
4 Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
5 Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.
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.
Day 17
Day 18
Plugg himself went to deliver you work task.
Every day, he send you into the bilges.
Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Day 17
Day 18
Plugg himself went to deliver you work task.
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.
Crew info updated at campaign tab. You all have two daytime actions and two nighttime actions. Intentions?

Boldwin Stonearm |

Boldwin is more than happy to spend time in the kitchen again, even with Kroop drunk. Anything to get away from the other crew members. Usually he wouldn't pass up a chance to punch in someone's nose, but even he could tell that something was up.
Day 17
Survival: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27
Intelligence Check: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7
The dwarf practically butchers the pig with his eyes closed. Unfortunately, he totally botches the actual preparation. He simply sighs in resignation, fully expecting to get the crap beaten out of him
Daytime: Work Diligently
Nighttime: Sleep
Day 18
Diplomacy: 1d20 + 1 ⇒ (12) + 1 = 13
With Kroop sober and doing most of the work, Boldwin asks some questions about cooking, figuring that it was about time he actually get good at it instead of relying on miracles.
Daytime: Influence Attempt on Kroop
Nighttime: Sleep

Sh'torek |

Day 17
Climb: 1d20 + 6 ⇒ (3) + 6 = 9 No progress
Climb: 1d20 + 6 ⇒ (1) + 6 = 7 No progress
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Climb: 1d20 + 6 ⇒ (12) + 6 = 18
Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Climb: 1d20 + 6 ⇒ (1) + 6 = 7 No progress
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Profession (sailor): 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28 Work diligently
Night time: Sleep
Day 18
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (3) + 6 = 9 No progress
Climb: 1d20 + 6 ⇒ (2) + 6 = 8 No progress
Climb: 1d20 + 6 ⇒ (15) + 6 = 21
Climb: 1d20 + 6 ⇒ (14) + 6 = 20
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (9) + 6 = 15
Climb: 1d20 + 6 ⇒ (17) + 6 = 23
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Profession (sailor): 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19 Work diligently
Night time: Sleep

Black Dhugal |

Day 17
Strenght: 1d20 + 4 ⇒ (10) + 4 = 14
Con: 1d20 + 2 ⇒ (13) + 2 = 15
Day 18
Strenght: 1d20 + 4 ⇒ (6) + 4 = 10
Con: 1d20 + 2 ⇒ (10) + 2 = 12
Daytime actions: work diligently. Night time action: sleep.

GM Aku |

You are resigned to your fate.
Work, work, work and then sleep.
And thus, another day begins in the pirate boat. But this time you are assigned your normal duties, but Mr Plugg don’t send Dughal into the bilges, he is sent do deliver message. Sh’torek is the one sent to the bilges this time.
You eat breakfast, and head to your work, vile as it is. But Plugg and Scourge stops you before you can get there.
”Well, well, look who is here. The lady rescuer, the storm swimmer.” says Plugg and Sourge laughs at appears to be an inside joke.
Both of then, however grab you, and search for any hidden weapon.
looking at your crunch, it appears you don’t have any weapon with you. If you had, consider they take it from you.
Then, they sent you on your way.
==//==
@Sh'Torek
As you get in the bilges, there are two others pirates working there.
Maheem,a big Rahadoumi with a permanent scowl and Slippery Syl Lonegan. You remember them from your second day. The same ones that went down to pick a fight with you.
Make separated checks, numbered from 1 to 7
Both carries a hidden dagger.

Lieutenant Ambrose Jeggare |

Day 17
Intelligence check: 1d20 + 4 ⇒ (11) + 4 = 15
Day time action: Try to convince Peppery and/or Grok to allow him access to materials to craft scrolls. Given such access, he would be able to produce some that could be used or sold at port. In return, he'd like access to the scrolls from the store that he doesn't already know.
Diplomacy check: 1d20 + 9 ⇒ (11) + 9 = 20
Night time action: Scribe a scroll if possible. If not, convene with familiar, use him to spy on Conchobar.
Day 18
Intelligence check: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Day time action: Work diligently
Night time action: Visit Peppery Longfarthing

Sh'torek |

I know you mentioned we all have our things, but Sh'torek wouldn't dare be carrying them around for the very reason of said items being taken away again. And that goes for all of it. He would stash it within his room. If they search his quarters(or whatever you call the place he sleeps), then they would find it all and could take it. It just doesn't make sense to him to have his weapons and armor on when he knows they're not suppose to have it.
But having said all that, if you prefer they take it, then that's fine too. Doesn't really matter to me.
#1 Perception: 1d20 + 6 ⇒ (10) + 6 = 16
#2 Perception: 1d20 + 6 ⇒ (14) + 6 = 20
#3 Perception: 1d20 + 6 ⇒ (3) + 6 = 9
#4 Perception: 1d20 + 6 ⇒ (16) + 6 = 22
#5 Perception: 1d20 + 6 ⇒ (9) + 6 = 15
#6 Perception: 1d20 + 6 ⇒ (12) + 6 = 18
#7 Perception: 1d20 + 6 ⇒ (6) + 6 = 12
#'s 1, 2, 4, 5, 6
Sh'torek looks curiously at Plugg and Sourge as they laugh, wondering what it is they find so funny. As he moves down to the bilges, he then understands. Seeing two of the crew he clearly remembers, he catches sight of their weapons but says nothing and proceeds to get to work. Noticing several items, he picks up the shield first, the tanglefoot bag next and then the rest.

GM Aku |

You start working and between the pest killing, you pick up the items.
Not one hour has passed when the one pirates accuses you of slacking.
”ye sea rat, stop messing ‘round and work!” Maheem says and he is soon joined by Lonegan. ”Me have bin watchin you since start! Ya done nothing but to kill time!”
”We’ll show you how to kill time, f@%*er!” says Maheem drawing his hidden dagger, Lonegan doing the same.
Initiative rolls.
Sh’torek: 1d20 + 2 ⇒ (19) + 2 = 21
Pirates: 1d20 + 2 ⇒ (4) + 2 = 6
”Bilges ambush”
Round One:
Ordered initiative:
Sh’torek
Pirates
Active Effects-
None
Map
I’ll post in some hours, consider they are less than 20ft from you.
Notes
-
Actions-
You can post your action.

Sh'torek |

Sh'torek takes a step toward the pirates to get a better shot and tosses the tanglefoot bag at Maheem.
Move however far I have to so as to be within 10'; Attack Maheem with tanglefoot bag
Tanglefoot: 1d20 + 3 ⇒ (16) + 3 = 19 Ranged touch attack
AC 13; Hp's 16