Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Also, as said, it's a small one. Inapprobiate size => -2 on rolls. Even if it was a martial weapon and theoretically worthwhile, we'd be better off selling it and getting a medium-sized one. Which we won't, because reasons.
The pirates once again find themselves standing at the entrance to Riptide Cove. The ocean churns in the narrow space and waves constantly break upon deliberately sharpened walls of bladed stone lining the tunnel. A beam of sunlight shines in through a hole in the ceiling of the tunnel some 40 feet over head.
It's a DC 15 Swim check to swim out against the current. Failure by 5 or more gets you smashed into the pointy rocks. There is also a hole in the ceiling farther in that you could try to climb out of, but it's a DC 15 climb check and 40 feet of distance.
Roughly 50 feet out from shore is the rotting hulk of a shipwreck leaning in a bed of coral. The wreck lies some 20 feet beneath the surface and is clearly damaged.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
"Rough tide." Sandman said. He handed Nivian a coil of rope. "I'd rather not risk on of us being dashed on the rocks by an errant wave. Would you mind finding somewhere out there to secure us a line?"
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Nivian smiled:"I can certainly try...as long as you don't expect me to pull any of you."
Nivian takes hold of the rope, then swims forward looking for a good place to affix it. If she finds one, she does so, otherwise she returns with the bad news, and offers to help people swim outside one by one.
(I am not particularily strong, but with a swim speed, I should hopefully give a circumstance bonus beyond "aid another"'s regular +2)
@GM, is that the same shipwreck with the moray eel? @all: if so, would really love trying sea creature empathy first...gave up a hex for the class feature, so lets try and make it count :)
Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
Before leaving the caves, Fargrim cuts off the queen's misshapen head, as well as the oversized Whale's head, and then posts them on some of the polearms gathered from the grindylows. He jabs them into the ground at the cave entrance as a deterrent for any more would-be cave-crashers.
Fargrim looks at the wreck. "Perhaps we should rest before we attempt another bout? I am practically spent and do not have a very good weapon for fighting beneath the water."
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
"What Sandman said. I doubt any of you can sleep below the water surface...but we can certainly take a rest before we continue exploring this island."
When Fargrim butchered the whale, Nivian has him cut off some tender choice bits that she thinks an Moray Eel may like to feed on.
"Yes, obviously, we should get back to the little house above," says Johara. "I could use a drink of fresh water from that stream and perhaps a bite to eat. Also if we have the time I could do with a little cleaning."
Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
Fargrim grunts and narrows his eyes at the apparently flippant responses from Sandman and Nivian. "Yes, clearly I meant we should slip in the cave filled with water and dead grindylows." He stomps off through the briny water to look up at the hole in the ceiling 40 feet up. "Give me a rope. I can find a place to secure it up top. If we have enough length, we can add knots to the rope to make it easier for someone of you."
Take 10 on Climb check for results of 17, easily enough to make the climb without incident.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
"Hm, the stirges won't make climbing up a very pleasant experience. I know you could probably do it anyway, but why take risks when we can leave the way we entered?", Nivian suggests, then checks to see if she can affix the rope at some place outside that will help people not get crushed against sharp rocks while exiting the cave.
Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
Fargrim stops about 10' from the ground and looks back over his shoulder at Nivian. "Eh? What's that? Stirges?" He looks back up the wall and quickly climbs back down. "I, uh, seemed to have forgotten about those buggers." He clears his throat a few times, all the while avoiding Nivian's gaze. "Uh, thanks." Nivian can clearly tell it is very difficult for Fargrim to offer up his apologies to her...
Johara says with complete sincerity, "Don't worry about it, Fargrim. I know they are little more than a nuisance to a hardy dwarf like yourself, but they really are troublesome for the rest of us who are a bit... squishier. But you didn't want to insult us by bringing up how the rest of us are a bit more fragile. It's all right, we'll make do."
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
"Let's just have Vivian run a line out to the shore, and use it to haul ourselves against the tide. We should be able to stay well clear of that eel. We won't be far from that house when we get to shore."
After a brief discussion, Nivian swims off with one end of the rope. There isn't much between the ship wreck and the cove that would serve well to anchor the line besides Nivian's own body. Thankfully the group is relatively small in number, they don't have far to go and the current isn't incredibly strong. Once out of the cove entrance, everyone is able to get to shallow waters and finds themselves standing on the beach once more.
It is early in the day and the sun is still heading towards it's apex. Stepping out into the light is a rude reminder of the heat that is increasing. At least the cove provided some shade.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
"It's still early morning. While I agree that some rest may be in order before we tackle new challenges, it would be wasteful to sleep the whole day away...there's 2 things come to mind that need doing...first, to roughly map this island, go along it's perimeter and make a rough map. Secondly, return to the ship, drop of Saranda and Lucky, and see how the repairs are going, or if they need anything. We could try and do both today, then rest up, and tomorrow, check the areas we deem dangerous.", Nivian states, laying in the water near the beach, determined to enjoy the cooling embrace of the water as long as possible in the rising heat.
Sandara responds "I'm okay, all things considered. I have some more healing magic if you guys need it."
She walks over and starts examining Lucky's leg. The whale's bite took a large chunk out of his thigh, almost like a shark bite. "It's a wonder he's still alive. My magic will close the wound, but most of the muscle is gone. Even part of the bone is damaged. He will need stronger magic than I have to keep the leg. I think it's already starting to get infected, but I'm no surgeon. I bet that bloated bastard's bite was disease ridden."
Lucky's leg easily looks worse than it did before. He can't put much weight on it and if he wasn't fortunate enough to swim some of the way he probably would have had to have been carried. He won't be able to effectively walk on it.
With his adrenaline wearing off, he fades in and out of consciousness. When awake he says very little but wears a painful grimace. He sweats profusely and is warm to the touch but that could just bee the weather.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
"Well, with the state of the leg, our plan seems decided...we'll need to head back to the ship, where our Doctor(points at Sandman) can do what's needed to save his life, if not the leg, and we others check on the repairs, then take it from there.", Nivian answers to Saranda's examination of Lucky's leg.
Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
"Or maybe not. He could have lost the leg entirely and died of blood loss. Just losing the leg? Lucky." she says.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
"Peg-Leg Lucky...if you decide to settle down with your share of the plunder, you could open a watering hole for thirsty sailors. 'The Lucky Peg-Leg' seems just the right name for that kind of etablissement...", Nivian is well aware Lucky is feverish and in pain, but wants to keep him awake and focused until they had time to amputate, and kept talking with him, encouraging the others to do the same.
Well, actually taking my cue from Johara and Baltzar-
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Sandman hefted Whale's bloody bottom jaw from where it was balanced over his shoulder. "I guessed the leg would need to come off. That's why I brought this. His new leg will be made out of the jaw of the beast that bit him."
"After you drop us off, head back to the ship and report in. Rosie's going to need all hands to get the ship repaired." he said to Owlbear. "We'll signal the ship when we need picked up again."
It's roughly a half a mile walk back to the drop off point. A few hours after the signal, the longbow comes rowing up, powered by Owlbear and Fishguts.
"Oi, still alive I see. And how goes the search for water?" Fishguts calls out.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Would it be "faster" if I simply swim-run to the ship? I mean, how far out is it? I can swim 160 ft per round, or hustle 80ft ...Nautical mile is ~6080 feet - meaning 76 rounds of hustling, or about 7 and a half minutes per nautical mile...(or ~8 knots speed - funny side fact:faster than ancient sail-ship journeys...). In that case, I could request a few others to come with the rowboat, with barrels, so they can fill up the water...while we go back to the ship...once we've been dropped off, they can go back and pick up the water crew, too. Because while it seems the easier way, I expected us to be beached somewhat close to shore...waiting a couple hours may not be good for Lucky-/the house may have been preferable despite being the harder path-
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Hm...I expected it to be safe enough if there have been humans here, fishing and stuff...but then, we did find the island deserted and crabs greeting us at the beach. I could be there in half an hour...but you claim it's dangerous. Fine, in that case, allow us to retcon and make our way to the hut as Sandman suggested. It may be the significantly more difficult/strenous path, but with Lucky's medical state it does not sound like we can afford to wait several hours for a rowboat to come, then take another hour to row back to the ship.(usually sideboats are at 3-4 knots top, so it would take at least double as long as me). Or tell us that everything will go fine with Lucky on the ship. I'd just hate to read "oh it took too long he's dead now" because we were unaware we run aground so far out from the island. Alas, that makes the island an even more desirable base, because if the reefs and dangerous ground already start 5 or 6 miles out, it will be very difficult to approach it for someone who does not have a detailed map.
The ship crashed roughly a mile off shore off of the northern part of the island, you came out of Riptide cove on the southern side of the island. The island is a few miles wide from north to south. If you want to know about Lucky's health, make a heal check. You have encountered undead, chokers, and giant crabs and you have explored maybe half the island. Every time you've been in the water you've encountered threats ranging from grindylows, ghouls, giant moray eels and more, so yes, it is dangerous. The abandoned fishing village and swamps still haven't been explored. However you have rescued your crew and found a fresh water source thus completing your objectives. Where you go now and how you go there is totally up to you.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
I'll leave that heal-check to Sandman. I suppose we'll base our decision on that. @Dangers: I figured most of the dangers were..."passive", like the moray eel. Such that I could either outrun them, or avoid them. I assumed when the island got settled, they kind of made sure that it was not so lethal that taking a walk alone would be suicidal. But then, they obviously misjudged situations, considereing the island was abandoned ^_^
Really, it's all fine, I'm only trying to explain that I had wrong "views" or assumptions. Knowing we are several hours away from the ship, it may be best to just place lucky in a shadowy spot of the beach and operate right here, then "bind" the leg, to prevent the infection from spreading. *shrug* - as said, Sandman's call. Mine was wrong, since it was based on how I wrongly imagined things to be.
Lucky has a fever and his leg is infected, but he is otherwise stable. It is most likely that gangrene will set in and he'll lose the leg, but he's in no danger of dying from the wound any time soon. The fever must be controlled, the wound cleaned, and the infection treated but it's not likely to kill him for several days.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
"The leg is infected. Fever is spreading. Lucky, you have a few days before your life is in danger, but the pain is only going to keep getting worse until the leg comes off."
"Nivian, I will be making Lucky's leg my priority once we get back to the ship. Whatever salvage we can retrieve from that Eel's sunken ship is not going to go anywhere."
"I propose we get back to the ship, assess the repairs, and rest up. I will tend to Lucky while the rest of you haul water. Then, when we are ready to take our leave of this place we can check for salvage and any other parts of the island we wish to explore before we go."
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
"Let us do it like that, then. We should also check if the abandoned village is easier to approach with the ship. Maybe they choose the location because there are less reefs and sandbanks on that side. If they managed to get her seaworthy again, that is. If we're celebrating until everybody is drunk, I'll not want her safely anchored in a bay...", Nivian agrees with Sandman, and adds her own considerations.
Well..."nearly" doesn't sound great, but it does sound a lot better than certain alternatives, or the omission. So, good thing that word was there in that sentence.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
"This does not seem like a time to celebrate." Sandman said grimly. "Our ship barely floats, our stores are low, and we need to be gone from here before any other pirate of the shackles comes across us and sees easy pickings."
"The crew might not like it, but I think now is the time for hard work. We need to get the water to the ship, and gather as much food as we can. Felling some trees and rendering lumber on the beach would help as well. Once we know there are few dangers left on the island, I think bringing the crew ashore and putting them to work is the right course. Their reward will be a night sleeping on the warm sands rather than the berths. A ration of rum each might calm their nerves, but letting them drink themselves to stupor seems ill advised."
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Hm, I thought we had agreed earlier to do the belated celebrations of liberating the ship from plugg, regaining our freedom, and rescuing our crew?
"You push them too hard. Our ship may barely float, but it IS our ship. After we mutinied against Plugg, we had to deal with a storm, underhanded, and an attack during it, which we survived. We run into a reef, but she's still afloat, and the crew which were abducted, we retrieved, taking possession of an island in the process. I agree there is much work to do, but morale is important, too. Let the crew celebrate, THEN put them to work again fetching water, felling trees, and gathering food. We had no break since we were transferred to the ship now named Covenant, yet ample reason to celebrate, if not the time to do so.", Nivian attempts to present her reasons to Sandman.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Sandman thought for a moment and nodded. "True. There is wisdom in the idea of celebrating life whenever one can. I am concerned about their state after the celebration. You know their hearts better than I. If you say they need it, they will get it. I only ask that they be aware of the stakes so we don't have them all nursing their heads tomorrow morning."
The ride back to the ship is rather slow and tedious. The glaring sun beats down but the waves carry a healthy breeze along with them. While Owlbear is silent and stoic, Fishguts carries on and on. He talks about everything from the weather to the repairs and what holds next for the crew.
"The repairs go on decently enough, but with few hands there are delays. The limited supplies and inadequate tools make progress slow, but the crew is motivated. Rosie has'em workin' harder than ever."
Nivian is the first to see her clearly, although she cannot see Fishguts's grin from her place in the sea. Despite the shortcomings preached by Fishguts, the ship looks seaworthy. The holes have been patched and she no longer rests on the reef. The journey back to the ship has allowed the tide to come. The ship sways with each passing wave, and once close enough, the cheers sing out.
"HERE, HERE!"
It's a quick climb up the side ladders and the whole crew waits on deck, Rosie standing at the front.
"It's about time you're back" she says with a sly grin. "Another day or two and Owlbear would have had us sailing on without you, afraid you'd become accustomed to island living or a meal for a local beast." Owlbear simply cocks his head to the side in confusion as Fishguts clap him hard on the back and laughs. Most of the crew join in as well.
"She's shipshape and ready to sail on. Should we set sail or break out the rum?"
Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
Fargrim greets the crew with a tired nod as he climbs aboard, but grins and laughs heartily along at the expense of Owlbear. "What say you? Break out the rum for these hard working lads and lasses?" he glances at Nivian and Sandman. Fargrim doesn't have much of a head for being a captain, while the other two clearly do...
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
"Well, our dear Sandara is a cleric of Besmara, the patron of pirates. And fate smiled on her today, when we managed to rescue her, and 'Lucky', from the clutches of the vile beasts that had taken them. There's quite a tale to tell, and one can't do that with a dry throat. So I say, we break out the rum, and celebrate our freedom, Besmara's favor, and our freedom, because it's worth drinking to, twice, having thrown off our shackles AND won a ship in one fell swoop.", Nivian attempts an impromptu-speech.
@Sandman: I know what you mean. But if we're doing pirate cliches like monkeys and peg-legs, we need a proper drunk celebration, too :) We basically eliminated the grindylows, so the amphibious random encounters table should be rather diminished - Plus Nivian would not get too drunk, knowing we have plans for tomorrow. Let the crew worry about their headache, and see us go to work, if anything, it'll raise their respect for us.
The crew cheers loudly at the mention of the rum and a few quickly disperse below decks to fetch the barrels. Fishguts nods and turns to head down to the galley.
"If we be celebratin', I guess I better start plannin' a feast. We ain't gots much left but I'm sure I can comes up with something." He appears to be lost in thought as he walks away.
Owlbear stands in place like a statue, unsure of what to do without instruction. Sandara wastes no time putting him to use though. "Owlbear, help me with Lucky. We need to get him below decks and make him comfortable."
She turns and looks at Sandman. "I can't fathom what you have in mind to help him but you could use a hand I imagine."
Johara helps bring back some water and by the time the group starts arranging the shipboard celebration she seems to be quite upbeat. She flits about the deck moving cargo, delivering comestibles, and occasionally spinning, bowing, or skipping away.
Before Lucky is hauled downstairs, she kisses him on the cheek and says, "Good luck! We are all hoping for your swift recovery."
She flits over by Nivian and says, "Now we can celebrate! We rescued our crew against all hope, the ship is afloat again, we have food and water and we can go wherever we please!" She twirls on her tiptoes, extending her hands up to the sky, bends side to side, then with a hop strikes a happy pose.
Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1
On the trip back to the ship, the Mask had been busy. Starting with Sandman and slowly moving out to everyone in the dinghy, the grime and blood and sand had hardened to dust and crumbled away leaving them all spotless.
You have endured the island. The pains of your efforts have borne new understandings. Lessons well learned. Be cleansed. New. Ready for the next trial.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Thank you. Freedom is always the sweetest reward.
Once aboard the ship, Sandman smiled broadly as Nivian and Johara addressed the crew. Whale's jawbone still rested over his shoulder, but it was clean now. The Mask had stripped it of blood and remnants of flesh. Now it was bleached white.
"There are spoils!" Sandman boomed. "The Octo-goblins had a small haul, which we took, along with their lives!"
"Once we have it accounted, we'll be splitting the coin and passing out shares."
Then he followed Sandra downstairs.
Heal, 2 uses of the Healer's Kit, Aid from Sandra:1d20 + 11 + 2 + 2 + 2 ⇒ (13) + 11 + 2 + 2 + 2 = 30
The work was short and bloody, and Sandman did not believe in numbing the pain. He told Lucky to find the place in himself that could endure what was to happen, and spoke to him calmly. He gave him a folded piece of leather to bite and went to work.
The Mask drank deeply, the blood powdering and vanishing before it had much of a chance to run. Sandman bound the leg high, cutting off bloodflow, then cut upward at an angle on both sides, opening the leg on two sides like a gutted fish. Then he cut through he bone. At some point, Lucky passed out, but Sandman kept working. Once the bone was through, he staunched the oozing marrow with his strange bluish sand and sewed the two flaps of flesh he'd flayed out together over the stump. Once he was done he let Sandra work her miracle and heal the skin.
It was done. Mere hours ago, Lucky had a leg oozing with septic infection. Now there was just a round knot of muscle. He and Sandra helped Lucky up onto the deck and set him up somewhere that he could enjoy the party without needing to get around.
He wasn't done though. Lucky needed a new leg.
While everyone else partied on the deck above, Sandman worked. It took him hours, but eventually he made his way back up with a peg leg made out of Whale's jawbone. He held it up so the crew could see.
The jaw had been split in the front, and then the two pieces were bound together and attached to a leather and cloth harness creating a curved bone "foot." The whole thing was lined in razor sharp teeth and etched in fearsome symbols, much like Sandman's warclub.
At first Johara is glad to be cleaned as the mask whisks away blood, salt, and sweat, but then she narrows her eyes and says, "Wait. Is that thing ogling me?"
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Haha, yeah, the navigation part is an investment in the future :)
I wouldn't expect them to let me do anything close to that here(if so, I'd have to question their sanity).
But I'm afraid I'm not exactly gifted when it comes to manual labor. So i hope the profession(sailor) still pays off for menial tasks. :)
As for getting lost in the ocean...not gonna happen to us :)
Even on overcast nights, both me and Baltzar have Know Direction as a at-will, so we could navigate by that.
Just a heads up, I seem to be able to move Aeral and Bilge's tokens on Roll20 and on a side note, my token didn't update with the new avatar (but chat did)
Yes, I didn't have their roll20 login names to link to their tokens so I set the tokens to be movable by anyone. I will fix that sooner or later.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
I think it worked out very nice and stylish...but just for the future: I don't think we can do an extra action during the day like that. The campaign info says up to two more actions during the night, basically by not sleeping/sleeping less.
So, not certain if during the day we have sufficient time to actually help with each others tasks in a meaningful way.(As said, found that very nice between you two, just not sure if we should expect that option in the next days...yay me, probably me gonna be stuck in the bilges tomorrow).
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
I was shirking my main duties to buy time. I figure if it allows enough time to fully explore an area it should be plenty of time to help with another job. I just happened to be exploring an area another character was in. While helping. :)
It's just risky because I take a penalty on my own task, and have to make a more difficult check to avoid fatigue.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
totally cool with me, I saw you took some heavy penalties there. Just want some clarification as to what is and is not possible.
For example, could Baltzar, due to working diligently, try and assist me as well? She's focusing on the job we both do, after all, and may see i'm not doing as well as she is.
I know not everything needs spelled out rules, but I'm not really certain how much "liberty" we have with this limitation: "Everyone else is pretty much watched by somebody the entire time, which means you can sneak away for a few minutes, but any longer and you will be noticed. You can also interact with the other pirate crew members (or each other for a few minutes), but not the officers.", so basically asking for a clarification for the future, because it seems we'll be here a while, and the extent to which we may interact with one another on the same/different jobs could have a significant impact on our plans.
On a side note, trying to befriend existing crew to find out where familiar is...since empathic link is active, I know it should be nearby, and someone may know something.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
I'm pretty sure she couldn't work diligently on her own task and assist you in yours. (I'm assuming your rat catching is in different areas of the ship or something. Not really sure on the location stuff).
If she wanted to help you, I'd bet she could probably do it by Shirking her own duties to buy herself some time to help you out. It's a risk for her because she'd be less likely to be able to make her daily labor check, and then she'd need to make a nasty con check at the end of the day, but as far as the amount of time spent is concerned it should work.
Its up to the GM in the end. I'd imagine there will be some sort of fallout from what Sandman did. He didn't really try to hide what he was doing. He just did his work and then walked downstairs.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Well, i don't think shirking your duties would help much, considering you still only get a few minutes away from your job.
Plus in this case abstraction comes in. Maybe I caught less rats because I ended up working in some areas after her, and she was too diligent in her work?
Or maybe due to the fact that it's about catching stuff, just our overall performance is under evaluation, as in, we caught enough stuff for 2 people on that job and its all fine.
Or, finally, she could secretly share some "catches" with me if we see during shift and she sees she did much better than me.
Honestly, I see a lot of options here to "help out" on doing the same job, just by working diligently on one's own task(which happens to be the mutual one).
As you say, up to the GM, so clarification would be great.
You essentially have day job and night job and what we'll call sleep job(s). You are expected to perform you day job and can choose one Daytime Ship Activity to perform while doing your day job. Working diligently applies to your own role. Shirking allows you to make any one check not related to your day job. Sandman's actions were well within the parameters.
The same basic rules apply to the night job that apply to the day job. Although the Night Ship Activity selections are different than than the Daytime Ship Activity selections, they function in similar ways. They allow characters to attempt to improve their social standing on the ship, or learn more information about their environment.
The sleep job is another opportunity (or two) to learn or improve social standing, but has limited Night Ship Activity selections and requires a Constitution check to avoid fatigue during the following day since you will be going on less sleep or none at all.
Each characters' specific duties (as part of their day job) place them in different areas with different people at different times with different goals and different penalties. It's all about timing, opportunity, and risk.
Also, GM's differ on how they do things. If you're familiar with the adventure or parts of it, don't be surprised when things occur differently than the way you expect or remember. I will be doing intentional changes to things to mix things up a bit and keep it somewhat new and exciting even for those familiar with the story, although most of it will remain the same.
If more than one character is performing the same duties during their day jobs, I have no quarrels with one character working harder or doing more or helping the other(s) if they wish to; to help the other(s) succeed or buy time or rest or for whatever reason(s). I will just highlight the potential risk that if one character is caught using that time say, sneaking around, then the "accomplice" may face punishment as well.
Just some examples
A & B are both working in the bilge. A wants to work diligently while B wants to sneak around and steal contents of lock boxes.
A & B are mending sails, but A is fatigued from getting no rest so B decides to work diligently so that A can get a little rest.
A, B, & C are swabbing the decks but A wants to sneak away for a moment to shop from the quartermaster and B wants to look for their (gear/familiar/anything really) so C decides to work harder.
I have no issues if Baltzar wants to help Nivian. You'll have to work that out between the two of you. They are doing the same job in the same area (same deck). The pirates are short handed even with the new recruits so they don't have enough eyes to watch every new person every minute and get all the work done. Besides, they can't watch you forever. The obvious expectation is that you'll eventually work out to become a contributing member of the crew, so by completing your work you're essentially earning trust, to a certain degree.
Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
Is it possible that we can post our actions and if it conflicts with the rules, the GM will gently point out our error/misbelief? It would seem to be easier.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
yep, and I used an influence action during day job...dunno who was around to influence though- as said, trying to find some friends among the existing crew on the assumption that some of them may know where loot that is alive is "stored".
@Rillum - Your response has convinced Plugg to ignore you for now. While he's not 100% he believes you, you also didn't lie about your particular actions. He's not going to risk coming off as a fool in front of the assembled crew.
@Nivian - I'm working on your action now, should be posted soon.
Aeral wrote:
Is it possible that we can post our actions and if it conflicts with the rules, the GM will gently point out our error/misbelief? It would seem to be easier.
Certainly, give me as much information as you can about what you are trying to accomplish and how you are going about it and we'll work everything out.
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish
Whew! Rillum has had a tough day. Drugged, kidnapped, all his worldly possessions stolen, a 20 foot fall on his back, hard labor in bilge water, and a potential murder accusation.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
I agree, awesome so far :) Also happy everybody seems active!
And yeah Rillum, fully understand that first day even if yours was more eventful :)
I should probably use that charisma bonus to try and influence more people in the night, but on that first night, I'm just done. I imagine last night was not very...restful sleep.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Rillum 'Bilge' Jimmings wrote:
Whew! Rillum has had a tough day. Drugged, kidnapped, all his worldly possessions stolen, a 20 foot fall on his back, hard labor in bilge water, and a potential murder accusation.
Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
GM:
Actually I realized I was conflating two sections in my mind... the "New Spells" and. the "Customized Summon List" for Besmara on pages 72-73 of The Wormwood Mutiny.
James Jacobs (who is Creative Director, not a Rules Developer of course) says that the reason they don't always say clerics is because not all priests are clerics necessarily. So, by having the spells on other spell lists or by saying "priest" on the custom lists, they are open to all worshippers of the deity, not just clerics. However, PFS rules say clerics only.
After looking it up again to be sure of what I was explaining, I noticed that the spells I cannot take anyway, as they are not on the witch list but I AM still interested in the Custom Summoning List.
I'm only seeing two spells, which I have no problem with you having access to. So why don't we do this, why don't we work on making Besmara you're official patron. It's really only a matter of putting together a spell list. We can pull spells from the patrons of water, weather and trickery to fill the slots beyond the 1st two. Put together a list of the spells and I'll look at it. Sound good?
Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
GM:
Well, the sea witch archetype replaces the patron with a bunch of water spells already (it says it replaces 'some' of your spells, but apparently Paizo thinks 'some' means 'all' haha) and as I said I'm more interested in the Custom Summon list than the spells (though they are cool too)
Patron: A sea witch cannot choose a patron whose interests or theme opposes that of water (for example, earth or fire).
Spells: A sea witch replaces some of her patron spells with the following: 2nd—touch of sea, 4th—gust of wind, 6th—water breathing, 8th—control water, 10th—cloudkill, 12th—control wind, 14th—control weather, 16th—vortex, 18th—tsunami.
Those are all pretty useful spells for a sea witch :) That said, with Besmara as my patron it would be cool to switch out the first two for her spells. After all, Nivian is a sea witch too, so if push comes to shove, she will be able to use Touch of Sea even if I can't. :)
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Baltzar+GM:
Sorry, could not help look under the spoilers in discussion(did not know if they were just to "hide" information not relevant to others, expecting private conversation would take place in PM. Apologies for the intrusion but the handling of spoiler tags was not formally agreed upon, AFAIK....
Either way, I wanted to ask, if you intend to be a Priestess-Witch, had you considered changing your archetype to this? A sea witch makes sense for this campaign, I agree, but two sea witches is optional. While I appreciate the company, that could also fit you, making you more "cleric-y" while allowing you to work out a Patron Spell List of Besmara, meaning you get some non-witch spells in addition.
(Also, while Besmara has no Healing-Domain, she does have Trickery, so she'd definitely approve of you faking it-)
Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
Nivian Mazu wrote:
** spoiler omitted **
Nivian and GM:
Actually I had forgotten about that archetype, but looking at it there's no conflict with Sea Witch (SW replaces 1st level hex and HW replaces 4 and 8), so actually I would love to do both if it was okay with the GM to add it at or before 4th level! I think the reason I rejected it originally was basically loss of 3 hexes when coupled with the Sea Witch, but now that I think about it again, the abilities you get in return are worth losing a few hexes for :)
As for looking at spoiler tags, I generally ignore them unless they are relevant to me (not looking at perception checks I miss is hard haha!) but as far as others looking at mine, I don't mind as long as the GM doesn't.
Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
Quick update: I am travelling tomorrow (Saturday) and returning home on Tuesday. I will have iPAD with me so will be able to post but frequency will be lower.
If you need intervention from Rhemus and I do not post in a timely manner GM please bot him.
Also, I would like to get everyone to finalize or at least be close to finalizing their characters by tomorrow. Please let me know if there is anything preventing this from happening.
Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
Nivian/GM:
Okay, added hedge witch so I don't forget (also went ahead and put both archetypes above.) Thanks for reminding me Nivian! :) And yeah I am sure now I'm finalized.
I want to address Spoilers to make sure everyone is on the same page.
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Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
all the witches have archetypes claiming the first level hex - sandman got the slumber hex as thats his thing, baltzar got false focus to pose as priestess, and I got misfortune per bonus feat.
So that barrage can only come from Sandman alone, who, unfortunately, goes after the pirates; but lets see if I manage to send some of those unconscious regardless.
Oh, also, if I work on the main deck, some riggers who seemed ill-disposed towards us may end up being unable to take 10 on their checks, instead rolling twice. So if you hear a few heavy things hitting the ceiling in the galley, don't worry, it's raining men.
Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
Nivian Mazu wrote:
all the witches have archetypes claiming the first level hex - sandman got the slumber hex as thats his thing, baltzar got false focus to pose as priestess, and I got misfortune per bonus feat.
Nope, False Focus is a feat, my first hex is taken by the Sea Creature Empathy of the Sea Witch archetype, like yours.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Baltzar Callinova wrote:
Nivian Mazu wrote:
all the witches have archetypes claiming the first level hex - sandman got the slumber hex as thats his thing, baltzar got false focus to pose as priestess, and I got misfortune per bonus feat.
Nope, False Focus is a feat, my first hex is taken by the Sea Creature Empathy of the Sea Witch archetype, like yours.
thats what I said. All our first level hexes got claimed by the archetypes. But using the bonus feat, 2 of the 3 witches got a Hex via Extra Hex, while you got False Focus, or rather, Mothers Gift(guess I got your order wrong)
(While Level 1 regular Feat for Sandman was required for his Archetype, and I got Accursed Hex and you False Focus(mixed up Feat order for you))
Also, your Claws are your hardened nails, as per flavor text of changeling. May want to check with GM if that means you can still "punch" normally with your fist(which is inherently nonlethal meaning no -4 on attack roll, but only 1d3 damage if I remember right).
Additionally, don't forget that those Pirates will cause an AoO from you unless they have Improved Unarmed Strike, because with those claws, you should threaten.(in which case, if I remember right, you are still allowed to choose which available attack to make, so could punch with a Fist if thats allowed).
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Nivian Mazu wrote:
Additionally, don't forget that those Pirates will cause an AoO from you unless they have Improved Unarmed Strike, because with those claws, you should threaten.(in which case, if I remember right, you are still allowed to choose which available attack to make, so could punch with a Fist if thats allowed).
I was going to mention this.
You're armed. They aren't. Could make a big difference.
Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
Nivian Mazu wrote:
thats what I said. All our first level hexes got claimed by the archetypes. But using the bonus feat, 2 of the 3 witches got a Hex via Extra Hex, while you got False Focus, or rather, Mothers Gift(guess I got your order wrong)
(While Level 1 regular Feat for Sandman was required for his Archetype, and I got Accursed Hex and you False Focus(mixed up Feat order for you))
Are you going through other players character sheets?