| TapTap |
Once again Taptap admires Arden's fluid deadly form.
Tenderize them for Jack!
Arden: I think you need to make a Fortitude check roll for the rat bite you received.
| GM Nayr |
Arden looks down at the rat attached to her leg and issues two quick stabs of her rigid fingers, turning the little beasts effectively to mush. The lifeless creature splashes down into the water.
Jack and Kerruk both miss their targets, the little beasts proving to be nearly as nimble as flies on Fishguts' last meal. The rats dash back in, each biting at their assailants.
Jack proves to be just as nimble as his target, and he slides aside as the injured rat leaps into the water to attempt to bite at his leg. The rat attacking Kerruk slips off of the sunken crate before it even establishes a stance from which to attach from. It scurries back up, wet and bedraggled.
Tap and Arden are up, then top of the round! Arden, please roll a fort save when you can.
| TapTap |
attack: 1d20 + 4 ⇒ (12) + 4 = 161d4 + 2 ⇒ (3) + 2 = 5
Tap levels his sling staff and thrusts it at the maw of the rat in front of Jack.
| GM Nayr |
Arden grits her teeth as the sting of the bite lingers. She puts a hand to her thigh as if to push whatever toxins are in her away.
Shrugging away the odd tingling and sudden fever, she glides through the standing water to rain down two quick blows at the lone, alert rat.
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Flurry of Blows: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Alas, both of her attacks hit the water instead, as the slippery little beast darts out of the way. It scrabbles back atop the crate to give Arden a red-eyed glare.
Jack's dagger scores a hit on the smug creature, and it hisses in anger.
Kerruk is up, then the rat!
| GM Nayr |
The rat, seeing its fate played out, hisses and attacks Kerruk with renewed vigor. Its gnashing teeth rip through cloth and scratch the offending leg of Kerruk even as he draws it back from his kick.
1 damage, and fort save DC11 pls. Get em Tap!
| TapTap |
attck/dmg: 1d20 + 4 ⇒ (2) + 4 = 61d4 + 2 ⇒ (1) + 2 = 3
Taptap, getting sweat in his eye takes a swing and hits ... the side of the ship.
| GM Nayr |
Arden steps towards the little beast and rains down blows upon it.
Arden's second attack hammers the beast down into the crate, breaking many bones, one of them no doubt its spine.
Jack, feel free to change your action. The rat is down and unconscious. There are 3 more still sleeping. Coup de Grace is a full round action - auto hit and auto crit, so roll double die for damage
| TapTap |
Kind of assuming no one really knows they have filth fever yet, but perhaps knowledge of nature might give me to suspect their infection?? and perhaps what is the nature of filth fever, and how it might be treated?
Nature: 1d20 + 5 ⇒ (13) + 5 = 18
| GM Nayr |
You've heard of Filth fever - often carried by carrion eaters and creatures that live in...well, filth - this causes weariness and sickness and is marked by a slowing down of one's system. It can typically be beaten just by time and rest. In game terms, you'll be rolling fort saves or taking con and dex damage. Two consecutive fort saves will cure you.
| TapTap |
Do you suppose they want us to bring up these rats and cast them over board? What a sweaty hole this place is.
TapTap looks around. I haven't been down here. Might there be anything interesting down here near those crates?
perception: 1d20 + 4 ⇒ (15) + 4 = 19
Or perhaps we should leave.
| xeyed-jack |
It is hot here, indeed, comrades, and Arden and Kerruk look none too well; but let us, Tap, together search about to see what we can find, for I doubt that we will have another chance unaided by stealth and trickery.
Are any of the crates likely to still hold anything of interest, or is it just a trash heap?
perception: 1d20 + 5 ⇒ (6) + 5 = 11
| xeyed-jack |
Another good buckler may serve a man such as I; leather armor too, perhaps, though I know not where I could keep it hid. Tap let us split the silver four ways, and continue our search. I am feeling lucky.
I suppose that was an invitation to keep searching. Don't want to get ahead of Kerruk and Arden.
perception: 1d20 + 6 ⇒ (20) + 6 = 26
That should have been +5 sorry
| TapTap |
perception: 1d20 + 4 ⇒ (11) + 4 = 15
Taptap begins to do a more careful search of the area, 1 section at a time. In each section, Tap waves a hand casting Detect Magic, hoping to see a tale-tale glow.
| GM Nayr |
Nice Perception check!
You find, among the crates, debris, and even in the disgusting water, the following: an impressively built handaxe, a vial of water, sealed and stoppered, a tanglefoot bag, two tindertwigs, and 21 gold pieces. You detect nothing magical in the bilges.
Correct – that onset is days
| TapTap |
Nice searching, there Jack!
Would we know what a tanglefoot bag is?
Now we shall have to see to dividing our spoils, and then keeping it.
| TapTap |
Well Jack. Do you think Fishguts will let us stash our loot. What do we do with a suit or leather armor exactly? I mean. I suppose we can stash it here, kill a rat or two to retrieve it later.. [/b]
| xeyed-jack |
Jack takes out his kerchief and wipes his brow. Aye, perhaps he might... though it is odd to find so much sitting here *as if* it were not wanted. But what else might we find with more effort?
Jack continues to rummage through the floating garbage and corpses.
perception: 1d20 + 6 ⇒ (15) + 6 = 21
| TapTap |
im not so sure they are so clever as to arrange us to find loot so that they can charge is with thievery.
| TapTap |
Let us see.
Split the coins among us yields 5 gp, 3 sp each, remainder 1 gp left over. I should think the leather armor and buckler would be nice for Jack, martially guy that he is, or perhaps Arden like to wear leather? I wouldn't mind the tanglefoot bag..
So, Kerruk, Jack, have you yet a sense about personal property on this ship; are there expressed rules against carrying a weapon, owning armor, for example??
| GM Nayr |
You have the feeling that bearing arms and armor is a rite of passage or a badge of accomplishment of some sort. Once obtained and worn, without those in charge removing them, it seems that you'll have no issues. Other pirates wear armor and bear arms, but many speak of having to gamble to get them back from Grok or take on extra work to earn back from Plugg. Others bear none - either by choice or by lack.
| TapTap |
I feel that we should come up armed, and richer. We will earn the pirate's respect by doing so, and doing so as quickly as we have. Let Kerruk suit up, and let us carry our maces up by our sides.
Taptap moves to begin climbing out of this fuming formerly rat-infested pit.
| TapTap |
C'mon Jack. I think you found all there is to find, unless it is a hiding rat.
| TapTap |
Nay, Jack. Search all ye like. I'll be tellin' Fishguts that ye want one more rat to cook. I'm getting out o' this ill hole.
| xeyed-jack |
Disappointed at finding nothing further, Jack kicks at one of the corpses and frowns. Perhaps we should bring at least one of these up, lest we be accused of not having accomplished our deeds.
Jack stares at the rat's grotesque visage thoughtfully, judging whether his twine would support their weight. Aye, these should be brought up, and cast overboard; a clean ship this is not, but I would not make it less so, nor have foul vapors rise up and sicken us from their decay. But I do not think that my twine will support their weight, to string up. Perhaps a sack?
Is there anything nearby that might let us carry these things