TapTap |
I'd like to do some sneaking tonight. Picking at random, Im gonna hope to sneak up near the Cabin girls quarters - A5A,to listen for any loose tongues or to see what might be seen..not sneaking into the cabin...just near it.
stealth: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 stealth bonus equals +4 racial +3 dext +1 skill +3 class skill, plus friendly npc bonus if needed
I'll take 20 on the perception check
TapTap |
yup,i might be sneaky enough to go into the Cabin Girls section and hide under their bed
Kerruk Gahar |
'tis true TapTap ye're a sly devil
Kerruk bids a hearty farewell to Grok, Fishguts, Jack and Tap and wanders out on deck to spend sometime alone with the stars and his osprey, his mind busy with mutinous speculations.
So Plugg has an enforcer superior to that fool Fipps, does he? Therein lies a threat and an opportunity: I must talk with Jack and Tap...and Arden, if she is willing - she is an unknown, that one! - about steps that might be taken with regard to this Owlbear Hartshorn. Is he loyal, or simply an opportunist? But we must not push too far too soon...we have made such a great beginning. The crew of the ship...they are like a rotten spar, ripe for splitting in a hard wind...
Kerruk muses quietly, but not unhappily, his thoughts drifting away from the Wormwood to go gliding and then cavorting amidst the giddy whirl of the glorious heavens...Feeling restored and optimistic for the first time since Port Peril, he makes his way to bed.
xeyed-jack |
Jack guffaws at Grok's story, and eyes Fishguts with more respect. Needs more garlic! Well, Master Kroop, it does seem that I was wise to put myself under thy instruction; a cook and master of a martial art, it seems. Indeed, perhaps we need more butter, and garlic aboard this vessel.[b]
Jack turns to Grok, looking more serious. [b]Owlbear you say? No, I did not speak with him. Nor did he seem to notice me, despite my fair countenance, and it did not seem just to break his repose. How came he aboard this ship? Forcefully conscripted as well? It seems unlikely.
Jack will retire for the night after whatever answer he receives.
GM Nayr |
Sorry for not being clear, but the cabin girl’s quarters would be tough to see without first going into the captain’s cabin. The captain’s cabin can only be accessed by a door on the main deck with a fairly heavy duty looking lock on it...which is rumored to be trapped. Did you want to try another area?
GM Nayr |
Grok nods. Aye; word is they found 'im in tha streets and Cap'n brought 'im along. That fella's got it rough, ta be sure - got nothin' to 'is name but 'is clothes an a club, far as I know. The crew's a bit rough on 'im too, see in' as e's a bit simple. They tarred an' feathered 'in not a week ago; he played it off as a joke, but I know it hurt. Fishguts catches 'imcrabs every now an' again- probably 'is only friend!
TapTap |
Can I check out Peppery Longfarthing's lab as did Jack?
Also: Have I heard anything about who is Peppery Longfarthing about the ship?
knowledgeLocal: 1d20 + 5 ⇒ (14) + 5 = 19
Constitution: 1d20 ⇒ 15
TapTap |
Well from the description that Jack related, the handle may well be trapped. Looking underneath the door, do I see anything of interest that might fit under the door were it brought to it by use of mage hand?
If not I wish to stand 30 feet away within sight of the handle, in the shadows, and near an exit if possible, and casting mage hand, attempt to open the door with the mage hand
GM Nayr |
You don't see anything from under the door that would fit under and be of use - everything interesting would be too large to fit. From afar, your spectral hand attempts to work the handle of the lock. Though it lacks the fine manipulation of a normal hand, it's able to push up on the lever, which doesn't move. Immediately, the handle and lock sparks blue and white with electricity, giving off a quick and loud "snap!"
TapTap |
if I hear someone coming then sneak away, else i want yo know if trap is still armed, cast detect magic on handle, then try mage hand again
perceptionforlisteningifneeded: 1d20 + 4 ⇒ (2) + 4 = 6
TapTap |
that is, try mage hand again if detect magic fails to detect enchantment on the handle.
xeyed-jack |
Jack wanders the alleys of port-town in the rain, looking for his dog. His father, in as black a mood as ever after drink, had kicked and beaten it for having spilled his beer. The dog had run out into the alley, after taking two hard kicks to the head, and had gone. His father had been unappeased, and took it out on Jack. His ears stinging, Jack ahd ducked under his father's reach, and ran after....
Jack awakes with a start, to see Tap tiptoeing to his hammock. Jack waves him over, and whispers, Tap, where hast thou been a'romping? No, don't answer. I cannot sleep, for thinking of that poor soul Owlbear. Tarred and feathered was he by his own crew not so long ago. I cannot think but that he might still be in pain. Canst thou help him somewhat? His is muscle that I would have for us rather than 'gainst.
GM Nayr |
The next morning dawns as the last had - with many friendly greetings among the dark and menacing glares. The ship is a bit rockier this morning; were you not becoming practiced sailors you'd not have noticed. But, with your new experience, you can easily tell that the sea is a bit more choppy today.
Before Plugg can give out his daily tasks, Jack Scrimshaw runs up onto the deck, out of breath and face ashen.
Plugg nods and sends Scrimshaw back into line with a scowl. He begins to look about the deck for something, then points out four individuals..Arden, Kerruk, Taptap, and Jack. You four...go head down to tha' bilges; it's rat-catchin' day for you. He turns and continues bellowing orders down the line, obviously expecting his orders to be obeyed without question.
Feel free to continue the conversation between Tap and Jack from the night before. No need to roll for tasks or actions yet today.
TapTap |
Hey Jack did you see something? Well, guess we be bilgers.
TapTap |
In that case Im gonna stop by and grab my long stick.
TapTap |
Aye. If it is not too big then ive a sleep charm that may help. but how come a creature below deck? Tap whispers. Tap is not a sea man yet has not been in the bilge, or knows what is a bilge
xeyed-jack |
Jack whispers. The bilge sits at the bottom of the ship, and so all errant streams drain there; it is wet. Even on a good clean ship, well maintained, the bilge is not a place one likes to stay long; the air is bad, and the weight of the sea will make the ship groan. On a ship such as this one, it will not be pleasant. I have candles in my bag. We can light them on the cooking fire.
TapTap |
If we come out fine, Ill visit Skrimshaw and see to his wound.
GM Nayr |
The lowest deck of the ship, the bilges are a foul, damp place. Upon entering down the ladder, the intense heat and stench immediately assaults your senses. Thick cobwebs cover the uppermost foot or so of this chamber, and 1-2 feet of dark brackish water that stinks abominably, cover the bottom. The trap door from the lower hold seems to be the only way down, and the room is unlit.
Arden squints against the darkness, her half-elven eyes searching. There's debris in the water...crates, perhaps. And, a line of manacles are attached to the forward bulkhead. It's too dark for even my eyes to see more.
Let me know if you're providing light, and who would like to go first. Grok offers a common lantern for your use before you head down.
xeyed-jack |
Jack draws up the twine, so that the lantern swung a little more than head high above the water. He cuts the twine with his knife, and ties the end to a nearby post. Then, from the jar he carried down from the kitchen, he pulls out the stinking head of a small fish, caught and butchered for last night's meal. Then he measures out another bit of twine, and cuts it. He jabs the hook into the head of fish, and ties one end of the line to the fish, and the other to the same post. Jack judges to have about 3 ells of twine left. He lowers the fish into the water below, until the line is taut. He can full the slosh of the water pull the line in his hand.
I know not what is down there, and I no not whether I can catch it so, but I'd rather have it on the end of a hook, than otherwise!
Jack plans to yank on the line if its tugged on.
TapTap |
Are the manacles the means by which we might descend, like a rope? If your fish trap fails, I can scout down.
As Jack fishes, I will listen for movement below
perception: 1d20 + 4 ⇒ (15) + 4 = 19
GM Nayr |
Could I have an intelligence or survival check Jack?
Arden shakes her head. No, there is a rope ladder, but it hangs back; here.... She reaches through the trap door, bending to get her whole upper half in, then releases a rope ladder with a grunt. The ladder swings out, stirring the dark water. She comes back up and nods. Jack must have gotten it stuck in his haste to escape.
GM Nayr |
When the line hits the water, there's no sound for several moments. After a time, the sloshing of water can be heard below, followed by the scratching of nails on wood. Something tugs on the line, as if experimentally. Then, with a sudden tug, the end of the twine loosens; when pulled up the hook and fish are gone.
Arden frowns in frustration. I could see swirling water, but whatever it was was concealed by it. I think we'll have to go in.
xeyed-jack |
Curse it to Hades. Have I forgotten my craft? Can a seamen not tie nought but a grief knot? Tap, ready thy mage hand for me, for I will go down, curse it. Though Grok's lantern is a blessing.
He pulls his knife from its sheath, and bites down on the handle as he grabs hold of the rope ladder, and descends. The lantern swings gently back and forth, throwing waxing and waning shadows moving in an odd confusion. Further down, he can make out the bobbing of broken crates, and the frayed end of his twine. The fish hook was gone. Letting go of the ladder, Jack lands in the water with a small splash. He readies his knife.
TapTap |
Tap casts Magw Hand and points down as a hand carries the lantern near Jack.