
xeyed-jack |

Jack goes down to the quartermaster, and frowns at the sight of TackTack picking fleas out of Tap's tangled hair.
Hey Tap, I see that you are as eager as I am to see what the quartermaster might part with. Quartermaster, you are as lovely as always. What have you in there that might be got in fair trade? A blade I have, and a fine blade too. But I should, maybe like a new pair of boots, if something can be improved upon.

xeyed-jack |

After Jack's visit to the quartermaster, Jack goes out to explore the Middle Hold, which he has always been too busy to more than poke around a bit in.
perception: 1d20 + 7 ⇒ (11) + 7 = 18 Looking for anything valuable, useful, or unusual.
He then visits the fore deck (A1), to look about.
perception: 1d20 + 7 ⇒ (9) + 7 = 16
Then Jack goes about trying to make friendly with the Rahadoumi rigger, asking him about his country, and about his views on religion. He tries to make a few jokes. diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19

TapTap |

Let me cover that one, Ker. Tap smiles at his friend. I thought the black reaper had found me this morning. Thanks.

GM Nayr |

The middle hold of the Wormwood is the ship’s main cargo hold. Though it was mostly empty before, now it’s filled to the brim with the goods taken from the Man’s Promise. The remainder of the Wormwood’s pigs are kept here in a cage. In the forward section, a flight of wooden stairs climbs up the officer’s quarters, while a second set of stairs descents into the lower hold. Owlbear usually resides here, and does so now – chained to the foremast with a 10’ length of chain. It’s common knowledge that the door to the captain’s quarters is locked and trapped. Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels of oil.
The foredeck is a raised deck some ten feet above the main deck, immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises thirty feet above this deck.
The Rahadoumi man, whom Sandara indicates is called Maheem, looks at Jack in distaste, then spits on the deck…a gesture that creates more work for himself, as a swab. He turns and stalks away, towards Jape and Fipps, and the officers whose boots they lick.
Grok grins at Tap, her smile a bit more gruesome from a hastily-patched up slice along her cheek. Seen some fightin’ out there, did ya’ Tap? I hear tell ya’ held the Sterncastle well, even caught one of the officers. I’m sure ‘ol Grok has what ya’ need.
Other items: starknife, 3 flasks of acid, 6 flasks of alchemists fire, 4 sets of thieves tools (one seems nicer than the rest), candles (one is very odd looking), nice climber’s kit, disguise kit, 4 flasks of holy water, a magnifying glass, a set of manacles, and 2 tanglefoot bags, Wand that “blesses yer weapon…like a priest would”
Armor: banded mail, breastplate, 2 chain shirts, nice set of leather, 3 suits studded leather, 12 bucklers, 2 bucklers of fine construction
Potions (this is what Grok was told that they do, at least): Barkskin, cure light wounds, haste.
Special weapons (again – what Grok was told): 6 +1 arrows, +1 dagger with a skeletal boar’s head pommel, +1 short sword, well made Warhammer
Scrolls: Cure Moderate wounds, mage armor, magic missle, scorching ray, summon swarm.

TapTap |

spellcraft on candle: 1d20 + 4 ⇒ (8) + 4 = 12
Also casting detect magic.

Kerruk Gahar |

You are a fine provedore, Grok! I do believe I shall avail myself of some of those scrolls, and I'd like to give that wand a once-over as well. If I may make so bold of course. Kerruk sketches a brief, self-mocking bow and mimes doffing a cap, then gives the Quartermaster a wry grin.
casting Detect Magic on the Wand. Do i need to do Spellcraft checks on the Scrolls? I'll take Mage Armour, Magic Missile and Scorching Ray if I can afford them...and the Wand, too if it does what Grok says it does
Spellcraft check: wand: 1d20 + 6 ⇒ (10) + 6 = 16

TapTap |

C'mon Kerruk. It has been a long day. Let's get some rest.

GM Nayr |

At dawn, a few hours after the celebration finally winds down, the ship’s bell sounds, calling all hands on deck. When the crew is assembled, a long line of captured officers and sailors from the Man’s Promise is brought on deck and paraded before the crew. Captain Harrigan addresses the captives first, offering a place on the Wormwood’s crew for any who want to throw their lot in with the pirates. Several of the Rahadoumi sailors step forward, and Master Scourge…still limping quite a bit…cuts their bonds. The sailors take their places among the Wormwood’s crew.
Harrigan then turns to address the Wormwood’s crew. All right, you scurvy tars! You’ve done a right good job by me – we’ve got a second ship now, and she’s quite a prize from the looks of her. But I still have only one crew. So here’s the plan – the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be work a pretty penny as salvage.
As for these fine fellows here… He gestures at the remainder of the captured ship’s crew. Some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea!
To make his point, the big captain grabs one of the Rahadoumi sailors and throws her overboard, to the accompaniment of cheers and laughter from the Wormwood’s crew. As the unfortunate woman begins to sink beneath the waves, many of the remaining sailors scramble to swear their loyalty to Harrigan.
As captain Harrigan turns to head back up to the poop deck, Mr Plugg and Master Scourge pick out several of the Wormwood’s original crew, telling them to be aboard the Man’s Promise in ten minutes to set sail for Port Peril. Scourge smiles wickedly as the pair select Tap, Kerruk, Jack, and Belliott to be among them.
You have ten minutes left on the Wormwood; gather your gear and say your goodbyes…though it looks like much of the original crew will be coming with you in any event.

Kerruk Gahar |

Well, we live - for a bit longer, at least. Would that it had not been at the price of such carnage. But perhaps there will be a chance to settle accounts with Plugg.
Kerruk gathers his few possessions and checks to be certain that Tuvor is following him across to the deck of the Man's Promise. Although he says nothing, he has a sardonic smile for his friends as they make their way across to Harrigan's new prize.
Who is joining us? Any of our friends from the crew of the Wormwood? Kerruk is looking particularly for Sandara, Ratline, Tilly, Rosie and Conchobar...and also for Fipps or Arden Cho.

xeyed-jack |

Jack quickly grabs his possessions, stopping by to bid Fishguts farewell. Well, I guess I'm off. It was a pleasure to have you as my teacher. Jack looks about, and sees a bottle of rum about. Do you mind if I take that with me? I'll pay, if need be. I guess we'll be in port; if there is anything you'd like me to fetch for you, I will. Saffron perhaps?

TapTap |

Tap looks on with a helpless expression as the poor woman plunges overboard. TackTack hops off his shoukder to scamper over to the railing and down the side of the ship, before reappearing shortly with a down trodden expression.
sss ssss. come here little one.
no doubt the poor woman had fed TackTack morsels on past voyages
Tap joins the rest of his friends after retrieving his supplies.

GM Nayr |

Fishguts grins at Jack, then shakes his head. Nah…ain’t getting’ rid of Fishguts that easy! Apparently, the cook from the ship we jus’ took made it through the battle an’ he’s here an’ ready to work. The Cap’n wants to see what he can do, so I’m settin’ up shop on the Man’s Promise. Guessin’ I’ll be needin’ some help there too, if yer able.
Joining you are Plugg, Scourge, Rosie, Conchbar, Cog, Jape, Fipps, Fishguts, Sandara, Tilly, the Rahadoumi man, Kipper (Gunner’s Mate and bootlicker of Scourge), two of the crew from the Man’s Promise, and Owlbear. Grok will not be joining you, a fact that she does not seem happy about.
The captain’s cabin looks luxuious indeed, but the door is quickly shut by Plugg, with Owlbear having already been shown inside, a glum look on his face. Plugg proceeds to chain Owlbear up to the main mast with a 15 foot length of chain. There’s a middle deck and armory, which has been restocked since the battle, and crew berths for over 20 hammocks.
There’s a sizable galley with a large stove against the bulkhead and a single porthole in the starboard wall. In one corner, a derrick stands next to a trap door into a secure storage area locked with a padlock. There’s a cook’s cabin adjacent with 2 hammocks (Fishguts offers Jack the 2nd for his use, but says he could stay in the crew berths if he’d prefer. There’s a small trap door leading up to what may be the Captain’s cabin, based upon where it is on the ship. The trap door is locked.

TapTap |

Not all our friends eying the glowering Scourge
but some be Tap glowers back.
Poor Rosie and Tilly....and I wonder how Conchbar is taking it.

TapTap |

Jack would make good fish bait. Tap looks again after Rosie and leans in close to Fishguts and Jack and whispers Do you think the officers are gonna mistreat Rosie and Tilly in the officer's quarters?@

GM Nayr |

Fishguts lowers his brow in consideration as he watches the officers set up their hammocks. Wouldn’t put it past that cur, Scourge, but I’m hopin’ not. Maybe they jus’ wanna’ keep an eye on em…keep yer enemies close – that sorta’ thing. The cook nods slowly, as if convincing himself, then turns to continue stocking his new galley.
On the main deck, Plugg calls together his new crew, looking down his nose in scorn as they gather together hastily. Scourge glowers at his side, and Fipps does his best to make himself look the part of his new position.
A sorry looking crew, indeed! New ship, old rules…you all should know your duties by now, so hop to it – the same roles ya’ had on the Wormwood…maybe you can at least handle that! If ya’ don’t keep up this time though…it ain’t the whip…it’s the cat. He drums his fingers on his cat-o-nine tails for emphasis.
He doles out tasks himself, assigning Belliott into the rigging to help repair the sails, Kerruk and Taptap to man the bilges, and Jack to help Fishguts with a fine meal to celebrate his new charge.
The work will be harder with a smaller crew; tasks increase by +2 and fatigue is a good chance at any task. You get two ship actions during the day
Belliott – DC12 climb check, DC12 Prof sailor or dex check, then DC8 con check to avoid fatigue
Kerruk and Tap – DC14 Str check, DC12 con check to avoid fatigue
Jack – DC12 prof cook or Survival check to butcher a pig, then DC8 con check to avoid fatigue
The Man’s Promise starts out northwest in the Fever Sea as it departs its conqueror’s side. From what you’ve heard, you’re about 100 miles southwest of the Slithering Coast, and headed northwest towards the Shackles and Port Peril.

TapTap |

STR/CON: 1d20 + 2 ⇒ (4) + 2 = 61d20 ⇒ 17
Tap takes a moment to find TackTack. You are right at home here aren't you Tacky.. With a sudden thought, Is there undiscovered treasure on board this ship Tacktack? I bet you know all the hiding placrs.. Go get it! Tap smiles at his new friend before picking up the bucket and mop.
My second tub! Too bad all I jnow how to is mop.
Taptap, still recovering from fast healed bruises and cuts, tries his best at the scouring and line pulling, but manages little. However, Tap does manage to avoid exhaustion from the day's heat.
There are few enough of us here. Why does OwlBear remain tied to the mast, and not out pulling the lines? Is he a prisoner?

TapTap |

Taptap goes over to Owlbear and sits down before the man. TackTack does the same, directly in front of Tap. little scoundrel
Why do they treat you so, Owlbear? We need your strong back to pull the lines, scour the deck, and such. Not lashed here to this pole. It makes little sense.
Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

TapTap |

After his conversation with Owlbear, Tap and Tack make their way over to the two men recently captured ...enslaved... from the very ship they helped sail.
Not long ago, I was making my way to a port to find a place on a merchant ship just like this one, and stopped in an alehouse to ease my travel wary bones. My ale must have been drugged, because I woke up out to sea on the Wormwood, pressed into the pirate's life. So in that vein, I welcome thee to our shared servitude, and apologize for the way my friends Jack, Kerruk, and Big Belliott and I did you ill, helping those scoundrels rip you from your life on board the Man's Promise.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19
SenseMotive: 1d20 ⇒ 5

xeyed-jack |

Jack, too long from the kitchen, and not particularly enthusiastic about contributing anything to Scourge's self congratulation, makes a total mess of the pig, which dashed out of the kitchen and onto the deck, before it could be caught.
profession: 1d20 + 4 ⇒ (5) + 4 = 9
concheck: 1d20 + 1 ⇒ (17) + 1 = 18
Despite the failure, or because of it, Jack ends his work refreshed.

Kerruk Gahar |

STR check: 1d20 ⇒ 4
CON check: 1d20 ⇒ 4
Exhausted and unhappy, Kerruk achieves little in the bilges, and is utterly deflated by the end of his stint.
Absurd. I am an experienced sailor, and that fool Plugg has me mucking out bilges. Perhaps I should ready myself for the cat...

Big Belliott |

climb: 1d20 + 7 ⇒ (9) + 7 = 16
sailor: 1d20 + 3 ⇒ (12) + 3 = 15
exhaustion_con_check: 1d20 + 2 ⇒ (3) + 2 = 5
Belliott is still slightly dazed from the excitement of the previous day, and rather quietly sets off to work on the new ship. He has no problem achieving his tasks, but seems to have the spirit drained out of him.

Big Belliott |

Despite his exhaustion, Belliott strives to look threateningly towards the Rahadoumi man working alongside him.
You know that I have energy left to throw you off this ship if you keep scowling at me
intimidate: 1d20 + 3 ⇒ (9) + 3 = 12
He shrugs along his day as he notices others failing in their tasks, and keeps to himself otherwise, while warily watching this potential enemy.

TapTap |

Taptap walks over to Kerruk and Belliott smiling at his tired friends I wrote a new tune. After looking around to see if they had some privacy Tap begins to sing in a soft voice:
Your muscles are sore and your bones are weary,
me and my monkey we are hairy,
and thanks to Jack and his cutlassery,
abord the Man's Promise is man, now a fairy,
while still having his gun, shoots nutt'n but blanks-ies.
Sea Shanty: Kerruk and Kerruk may roll to recover from your exaustion using my +7 perform bonus

TapTap |

Tap shakes his head Well, I'll see if I can come up with something, Kerruk, if we run into anything..else some sleep will help. Tap grins but stay up, I think I've convinced Belliott to do some wrestling tonight. Might place a bet on the fellow.

GM Nayr |

Owlbear growls at Tap’s approach, his legs spread wide in a defensive stance, fists up and ready. He stands in the opening to the captain’s quarters, as his chain doesn’t allow him to go much further. When Tap merely takes a seat nonchalantly on a barrel just outside of the opening, Owlbear visibly deflates and lowers his fists. He looks curiously at his supposed adversary.
No work like that fer me; cap’n says ta’ guard ‘is quarters and tha’s what I gotta do. Don’ matter much what Owlbear thinks. He looks down at his ham hock hands as if they were the culprit. Why you care anyway? Owlbear’s nothin’ to nobody.
The two former Man’s Promise sailors instantly take a defensive posture – either they’d heard from others that Tap was trouble, or they’re on edge, thinking the captain is setting them up for failure. They listen intently, though, as if wondering if they were to get instructions from one that they saw as a peer since Tap was of the conquering crew. At the end of Tap’s apology, the pair look at each other in confusion. One, a thin man with wiry muscles and a permanent scowl, shakes his head and goes back to his work, pretending to be too busy to be concerned.
The other man, a thick man with arms that showed real strength under a layer of fat, looks at his companion and shakes his head, then turns back to Tap. He extends a hand for an amicable shake. Thanks for that, fella’. I know that’s the way things around this part of the world go…merchant ships are always a risk, but the pay’s often too good to pass up. Vigean’s the name…and you?
You don’t sense any ill will from this fellow, but you can’t seem to get a good read on either one of them.
At a point after midday, Scourge comes down to inspect the Bilges. Kerruk and Taptap note with satisfaction that the newly-promoted first mate now has to use a cane to walk. The sour man looks around in disgust before leveling his gaze at the two offending swabs. Haven’t ya’ learned ta’ use the pump yet? You two aren’t good for a damn thing, expect bringin’ two…no, four extra mouths ta’ feed! Better get this place cleaned up now, or maybe I see what recipes that idiot cook has fer a big dumb bird and a lil’ monkey!
Belliott pulls off his tasks nearly to perfection; hauling his big form through the ropes as if he was light as Tap’s new friend. The Rahadoumi man near him slinks back a bit and finds another place in which to work, obviously having seen enough of Belliott to know not to test the man.
Jack, working in the galley, obviously has his mind on other things. After letting the pig loose and spending nearly half an hour chasing the thing and leading it back, then proceeds to overseason the roast by quite a measure. When Fishguts samples it, he very nearly chokes. After a coughing fit, the burly cook begins laughing uncontrollably. After several seconds, he wipes tears from his eyes and looks at Jack. Imagine the look on Plugg’s face when ‘e tastes that; almost be worth it! He smiles in mischief. Whaddya’ think…should we try an’ fix it?

xeyed-jack |

Later, when Jack has the chance, he strolls over to Tap, who, with a bit of free time was busily trying to teach his monkey to juggle... with more success than seems reasonable.
Jack sits down, and reaches into his pocket for a bit of bread, and tries giving it to TackTack. TackTack doesn't seem interested.
Can it talk to you, Tap?
And now Jack lowers his voice.
T'would be useful to have TackTack be our little intelligencer. You know, the is a trap door from my room into the captain's cabin. I have not checked it, and would not, for entry that way would point our way very obviously. Kerruk, now, I hear that he has some skills that help with the opening of doors and such. I doubt that there be any spell on it; that wizard is not on board.

TapTap |

Indeed he might, and I can detect if the lock had been spelled.
Tap nods to TackTack, and the little monkey hops to Jack with his hands out for that bit of bread.
As for Tacktack, between us, he is no mere monkey. You've heard of wizards having a little mouse or other creature that is their constant companion, with powers beyond their brethren? I have heard that those called to sing to the sea will sometimes find such a companion too, but always a parrot or a monkey...I had quite forgotten these tales until I first saw TackTack and then I knew it for true.
Tap smiles. I feel his thoughts, but as yet he does not talk to me with words...but I feel that he is beginning to learn how..You see he is quite smart...he might best Owlbear in a battle of wits...his feelings are fairly nuanced for such a simple creature....and when he's close, TackTack's more perceptive feelings come through with a clarity that is quite useful.
He is willing to go into danger for me, I can tell, but he is also afraid. I've no wish to risk TackTack needlessly.
Active Abilities:
Tack's In Depth Info for future progression: Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
HP=12
BAB=+2
**Master gains a +3 bonus on Acrobatics checks
**Alertness:While a familiar is within arm's reach, the master gains the Alertness feat (+2 to Percep & SenseMotive)
**When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
**Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
**Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
**Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. [/b]
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
MyLevel NatArmorAdj. Intelligence Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

GM Nayr |

The day progresses much as one would aboard the Wormwood. Though undermanned and having a bit of a learning curve with the layout of the ship, the crew of the Man’s Promise works well together, and by the end of the day, the sails of the Wormwood are just a memory.
At the end of the day, Plugg gives out his punishments for the failures of the day…and there are many. Of particular note are Tap and Kerruk, who needed to have help in the bilges to keep up. Jack saved the captain’s meal with Kroop’s help, but Scourge had taken note of Tap and Kerruk’s lackluster performance earlier in the day.
At the bloody hour, the pirates gather on the main deck, and Plugg takes glee in doling out punishments himself, through the cat-o-nine that he wears at his belt.
Afterwards, Plugg kicks the crew off of the deck and tells them to remain below till morning. Not one for rum rations or pirate games, he calls the main deck off limits till the start of the next work day. That being done, he calls his officers for a private meeting in the captain’s cabin.
Moving forward for more RP options, but feel free to continue through with any of the actions or conversations that were going on through the day. If you submit to the punishment, take 6 non-lethal damage from Plugg’s attentions. If not, feel free to RP that out. Please post a night action if you’d like to take one; note that the main deck is considered off limits and is patrolled by the officers.

TapTap |

Tap galnces at Vigean as if to say, "see what we are in for," and accepts his punishment without remark.

TapTap |

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Creeping close to the trap door, Tap and his monkey listen for any sounds from the captain's cabin.

Kerruk Gahar |

For Kerruk, the lash hurts less than the fact that he is unable to commune with Tuvor due to the curfew on the main deck. He accepts the pain of the punishment stoically, with a faint sneer of contempt for his tormentors. Maybe pain is a path to virtue...i think I heard that somewhere.
he stumbles to bed as soon as he can, too exhausted to join Jack and Tap in their stealthy endeavours.

TapTap |

If they don't let us drink grog and wrestle on deck, perhaps Belliott wants to wrestle down in the dark. Tap chuckles.