| Abel of Rahadoum |
Foredeck
Abel limps over to where his day's assignment was to happen. The Rahadoumi careful as to where he steps. He redresses, as the rope splicing lesson was taught.
Need to let these lessons heal; before earning the next ones.
The Wizard watches the quick display before nodding to himself. He takes his share of rope, sits down, and begins his work.
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task, Dex: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
Abel studiously splices rope until told not to splice any more rope....
| Madame Ming |
Rigging
Hello Doves? Are you calling me a dove? I'll say hello back to you Conchobar, but you'll see i'm certainly not a dove...
Ming gives a lovely, but slightly fanged smile to Conchobar.
Did you also just join or have you been here longer? A regular so to say? You certainly look like you know how things go here?
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
Action: Influence Conchobar
Later as Lilly makes contact she's startled at first.
Me? she asks back. Where i'm from? Well, from the Shackles. Don't look quite like it, i know, got some Tian blood in the family. Been here for generations though. Haven't you been hanging out at the Maid? Think i saw you there...Where's you from?
Prof:Sailor: 1d20 + 6 ⇒ (7) + 6 = 13
Fort Save: 1d20 + 2 ⇒ (9) + 2 = 11
| Lily Tuvol |
Of course Conchobar tries his chances with the two women who have bite attacks.
Lily nods as Ming explains her origin, "The Shackles accepts anyone. I'm from Cheliax, grew up in Menador mountains. My da was one of them Hellknights, ma was from Longacre. Been on a boat since ma did a grab and run with me. Didn't want to bang around the Maid but I was put ashore for killing a sailor what stole my Archstar. That captain had no spine, shoulda kneel-hauled me, not that I'm disagreeable to living."
| GM Pirate Ventiine |
Day 1: Jobs and Daytime Ship Actions
In the galley, Liz meets Fishguts, the Wormwood's cook, and Cut-Throat Grok, the quartermaster. She spends a decent amount of time talking and getting to know the two, but is unable to form a strong bond with Fishguts after only one day.
Liz eventually heads up to the top deck, where she spots the rest of the party at work with their various tasks. She's able to give a nod or recognition, but turtle hunting takes up most of her focus as she's just able to procure the animals for Fishgut's recipe.
On the foredeck, the swabs work on their daily task. Brunhild easily completes the task and is able to make some small talk in the process. (I assume she's influencing Tilly?) Tilly laughs at the question. "Ye could say that. Me favorite plunder is the one that wets me lips. I can drink most of these seadogs under the table." She'll introduce herself as Tilly Bracket. By the end of the work, Tilly goes from indifferent to friendly.
Abel focuses on the task at hand, his back aching each time he has to lean down to pick up another rope. However, his dedication pays off, and he's able to complete the task nearly as well as Brunhild.
Due to her excursion down below, Ellie isn't able to complete enough ropes in time. Near the end of the work period, Master Scouge approaches and looks down at her shoddy work and gives a severe verbal reprimand. "Ye son of a biscuit eater! Ye think this acceptable? Ye tryin' to run a rig on me, scallywag?" Master Scouge throws the rope to Ellie's feet.
On the main deck, Lily and Ming both complete their daily task while chatting with the fopplish gnome. Conchobhar Turlach Shortstone seems a little unprepared for Ming and Lily's responses. He seems like the over-confident type who is in love with himself. When asked how long he’s been aboard the Wormwood, Conchobhar explains “I made the mistake of gambling and drinking too late into the night when I was pressganged onto this ship. I’ve only been here for about a day, but I’ve always yearned for the sea.” By the end of the work, Conchobhar goes from unfriendly to indifferent to friendly.
When Ellie slips below deck, all the areas she passes and enters seem to be occupied with working pirates. Nobody in the middle hold seems to pay Ellie much mind and she enters the galley without issue. Fishguts will look up from his food prep when Ellie enters, "ahoy. Arrived with Liz, did ye?" The galley is a cramped and chaotic kitchen that holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, and finding anything in here requires a Perception check. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. The galley and quartermaster's store are two separate areas, so I went with the first area you listed.
Fishguts doesn't seem too concerned with Ellie being in the galley, but he will tell her not to touch anything on account of the captain's wrath.
| GM Pirate Ventiine |
Rum Rations
As dusk approaches, a half a pint of rum is distributed to each crew member. The rum is staggeringly strong. As the party is handed the rum, Tilly will lean over to whisper "the penalty for selling or spilling the ration is six lashes. Best drink up, me hearties." Tilly drinks all of hers in several swigs. If you drink the rum, please make a DC 5 Fortitude check. From the way the rum is distributed, one might come to the conclusion that the rum ration is doled out more to keep the crew sated and docile than for recreation.
Characters drinking the ration are affected as though they had taken an addictive drug. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check. While on merchant or navy vessels rum rations are strictly limited, on pirate ships, crew members can often request more rum if they please.
A failed Fortitude check causes fatigue for 1d8 hours and minor addiction. A minor addiction gives a -2 to Con and requires 2 consecutive saves to cure. A moderate addiction gives a -2 to Con and Str and the target cannot naturally heal ability damage caused by the drug that caused this addiction. Requires 3 consecutive saves to cure. A severe addition is a -2 to Dex, Con, Str, and Wis. Requires 3 consecutive saves to cure.
Liz learns the captain’s cabin girl, “Caulky” Tarroon, collects the officers’ food from the galley each evening to take to the captain’s cabin. Fishguts will explain that Caulky tastes everything to make sure it's not poisoned. Poisoning the captain or any officer is a horrendous crime, punishable by a triple keelhauling for the ship’s cook and his mate.
Fishguts and Liz bring the rest of the pirates their food after consuming their rum rations. The food is a palatable turtle soup.
If certain people are planning to always drink the rum rations or roll stealth, I can roll for everyone on the future days (day 2 and onward.) Just let me know.
| Brunhild Liefdottir |
With the day done, Brunhild grabbed a mug and drank. It was the one good thing about being on the ship. At least they gave something to drink!
Fort, hardy. Will always drink: 1d20 + 8 ⇒ (9) + 8 = 17
She winced as it went down. The rum was slop compared to what she was used to. At least the food was palatable. Looking as Caulky walked off, Brunhild turned back to her food and thought to herself that she at least had a better fate than that one. When she got the chance, she leaned in and asked the nearest pirate why exactly they were being forced to drink the rum. "...was under the impression that the rum usually had to be guarded. Haven't heard of it being mandatory before."
| Abel of Rahadoum |
Abel--tired, sore, thirsty--takes his rum ration with a thirst like a man lost in the Desert.
Fort DC 5: 1d20 + 2 ⇒ (12) + 2 = 14
Let's get drunk! Well, he is a college student, so he will take his daily ration of rum.
| Ellie Dewblossom |
Fearful of his lash, Ellie cowers somewhat under Plugg's berating. When he leaves with a snarl, she straightens as best she can. I'm letting fear get the best of me. Cayden, give me strength.
That evening, she takes her rum ration and needs no encouragement to toss it back. The stuff is incredibly strong, but its effects are quick and she feels less miserable about her situation almost instantly. She may have made a failure of herself on the first day, but getting drunk with fellow sailors, now this is familiar.
Ellie will always drink.
Fort: 1d20 + 4 ⇒ (3) + 4 = 7
| Lily Tuvol |
| 1 person marked this as a favorite. |
I will always drink, can't fail unless I roll a one.
Fort: 1d20 + 4 ⇒ (1) + 4 = 5 Immediately rolls a 1.
Lily downs her rum ration in one gulp and immediately regrets it. Something about the drink was off. Maybe it was mixed with bilge water before it was served. The normally stoic half-ork starts to look green around the gills. Is this Nelson's Blood? Did that Liz woman try to poison me? Maybe it was Fishguts. Lily tries to sway with the boat and not suffer the embarrassment of vomiting on the first night.
Fatigued: 1d8 ⇒ 2
| Madame Ming |
Ming has +2 fort, +2 vs drugs and poisons, and either +4 or another +4 against the effects of alcohol, depending on how you read that. Either way should not fail against DC5.
Ming walks up, takes her cup of rum, then, holding it high up for a toast and looking around, pausing a moment for Lily, Ellie, Abel, Brunhild and Liz.
First day of a new life,
Drink up me hearties!
After struggles and strife,
there should be parties!
Gimme the rum or i'll slap ye'r bum!
Then she gulps down the whole cup at once, bottoms up.
Fort: 1d20 + 6 ⇒ (5) + 6 = 11
| LizArdoc |
In the kitchen, Liz looks ill as she sees a chicken poop on the floor. We gotta get these chickens caged! She sets about cleaning as much as possible, keeping an eye out for things she can make an alchemy kit with.
When night arrives, she wrinkles her nose at the rum but drinks
Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Liz coughs. Ugh! I gotta figure out a way to make Alchemist's Kindness or purify the rum She thinks to herself.
| Ellie Dewblossom |
Ming walks up, takes her cup of rum, then, holding it high up for a toast and looking around, pausing a moment for Lily, Ellie, Abel, Brunhild and Liz.
Ellie raises her cup to return the toast and giggles in spite of herself. "Hear hear!" I made an embarrassment of myself today, she thinks, though with the rum warming her cheeks this thought seemed worthy of laughter. Perhaps I can make up for it.
This seems as good a time as any to ask about a certain character option I found. One of Cayden Cailean's unique spell rules is that clerics can cast create water to create a cup of simple wine or ale instead. I thought it would be a fun pirate-y effect. Is that ok?
| GM Pirate Ventiine |
Evening Entertainment
Everyone obediently drinks their run rations, but Lily staggers a bit from the drink. Lily develops a minor addiction and has a -2 to Con which requires 2 consecutive saves (2 days) to cure.
While the other pirates are eating dinner and getting run rations, a cleric of Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, approaches you. In a hushed voice, she beckons you over to an empty corner of the top deck. She's the pirate from earlier who objected to Mister Plugg's cruel punishment. “Here,” she produces a familiar spellbook (Abel's) and weapon (party's choice) and offers them back to their respective owners. “I told Grok the items were righteous artifacts blessed by Besmara that would bring a terrible curse on those who wrongfully held them.” These are items that some of the party would struggle to cope without.
“My name is Sandara Quinn. On a pirate ship, it’s not what you know but who you know that helps you get by. Friends help each other out, enemies cause trouble - on a crowded pirate ship, this fact is essential for basic survival.” She pauses to see if you will accept her token of goodwill and agree to be allies.
Please decide amongst yourselves ooc what weapon the party would like to have back.
While you decide ooc, After dinner, Tilly Bracket, one of the swabs, sits around a barrel with Maheen, a rigger you all recognize, and the cook, Fishguts. Several others crowd around them taking bets. It seems like the three of them are going to play Heave. (The party currently doesn't have any money, but you did, you could wager a bet.)
The three of them sit around a makeshift table. Maheen scowls, Tilly smirks, and Fishguts rests his forearm on the table, "five gold to the last standin'" and the other two agree placing five gold on the table each. Then, they all chug down a pint of rum.
Tilly Fort DC15: 1d20 + 6 ⇒ (3) + 6 = 9 (-2)
Maheen DC15: 1d20 + 3 ⇒ (12) + 3 = 15
Fishguts Fort DC15: 1d20 + 3 ⇒ (8) + 3 = 11 (-2)
Rum Con damage: 1d3 ⇒ 2
"Another" Tilly demands, staring hard into Fishguts' eyes. Someone brings them another round.
Tilly Fort DC18: 1d20 + 6 ⇒ (12) + 6 = 18 (-2)
Maheen DC18: 1d20 + 3 ⇒ (13) + 3 = 16 (-3)
Fishguts Fort DC18: 1d20 + 3 ⇒ (17) + 3 = 20 (-2)
Rum Con damage: 1d3 + 1 ⇒ (2) + 1 = 3
Tilly and Maheen look like they are starting to feel the effects of the rum. Tilly shakes her head and hands as if to keep herself awake. Maheen's scowl seems to slacken.
Tilly Fort DC21: 1d20 + 6 ⇒ (3) + 6 = 9 (-5)
Maheen DC21: 1d20 + 3 ⇒ (2) + 3 = 5 (-6)
Fishguts Fort DC21: 1d20 + 3 ⇒ (20) + 3 = 23 (-2)
Rum Con damage: 1d3 + 2 ⇒ (1) + 2 = 3
"Anothur," Fishguts slurs, resting an arm on his knee for balance.
Tilly Fort DC24: 1d20 + 6 ⇒ (13) + 6 = 19 (-10)
Maheen DC24: 1d20 + 3 ⇒ (20) + 3 = 23 (-11)
Fishguts Fort DC24: 1d20 + 3 ⇒ (1) + 3 = 4 (-7)
Rum Con damage: 1d3 + 3 ⇒ (2) + 3 = 5
Maheen falls off of the crate, hitting the floor. Tilly starts to laugh with the others, but is drunk as a skunk, unable to even pick up another serving of rum. Fishguts moves to stand in his victory, but staggers to the left ramming his shoulder into the ship mast. "Ish win!" He raises his filthy hands into the air.
For more Pirate Entertainments, please check the Storybook, slides 24-25.
| GM Pirate Ventiine |
Evening Entertainment: Nighttime Action
BOOK TEXT: In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounger for gear, interact with their shipmates, or attempt to influence NPCs. Each PC can normally take two ship actions each day, one during the day and one at night. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.
Nighttime Ship Actions
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate entertainment
Entertain: Make one Perform check to entertain the crew
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.
| Ellie Dewblossom |
"That was cleverly done," Ellie responds to Sandara with a chuckle. "I agree, we new recruits should stick together." She scans the crew for the other three who had been lined up with them this morning. "What do the others think?"
1d2 ⇒ 1
She sidles up to the halfling woman at a moment when she's more-or-less by herself. "It kinda seems," Ellie says by way of making conversation, "like half this crew is trying to decide if they'd rather bed me or murder me. And the other half think I'm invisible. Is that normal?"
Kinda scared to roll Influence because I have no bonus... maybe I can aid someone else?
| LizArdoc |
Lux scowls and drags Kroop back to the kitchen. Ye daft man, the cook can't be getting drunk. If you can't make the biscuit, we both get whipped. Liz will try sobering him up with hair of dog, pysters, bacon or what ever might work.
heal: 1d20 + 7 ⇒ (4) + 7 = 11
| Abel of Rahadoum |
Having just downed his ration of rum, Abel blinks a few times as the Cleric of Besmara approaches. The young Rahadoumi attempts not to wince too badly as he; along with the other new recruits, move to a quieter part of the Deck.
Abel almost jumps for absolute joy when she produces his Bonded Book! He reaches out for it, taking it, and he immediately stuffs it inside his back waistline. He pulls out his shirt and cloak to help hide the bulge.
This is truly a gift, Miss Quinn. Much gratitude.
Abel then introduces himself to the others around him.
I am Abel of Rahadoum. I was supposed to be exploring Ancient Cyclopean civilizations, but, here I am.
He will attempt Influence with Tilly; since he worked with her on the ropes. I would have chosen Quinn, but I am guessing she is good?
Abel limps (although with a bit of a dance, slide, dip kind of way) back toward the gambling den. The Rahadoumi takes a seat next to Tilly. He watches the game for a bit. He laughs. He slaps his leg S*!!!. He places a casual arm on Tilly's shoulder.
Hey.
Diplomacy check?: 1d20 + 6 ⇒ (2) + 6 = 8
| Brunhild Liefdottir |
Brunhild nodded as she wiped some spilled rum from her chin. "Aye. Mighty fine work." Listening to Ellie, the dwarf gave a small smile. "I'd like to see them try either. They'd end up with a few less teeth. We just have to stick together, aye? Make sure that we aren't alone with them, and we'll be fine."
As for the night, Brunhild decided to chat up Sandara. To learn about her, how she got to the ship, and what advice she could give on surviving on the vessel.
Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14
| GM Pirate Ventiine |
I will allow players to aid (+2) an Influence if you roll a 10.
Looking into it, the party cannot use Diplomacy to influence a given creature’s attitude more than once in a 24 hour period. Therefore I will use Ming's roll and Lily's as an assist to put Conchobhar at indifferent. However, when one person improves a NPC attitude, the entire party will benefit - hopefully this feels fair. Here (link) is the post I'm referencing. Apologies, this is the first time I'm GMed NPC attitudes. Please let me know if I missed something in the rules.
For my sake, I am going to list the DCs. The DC of each are as follows: Hostile 25 + creature's Char, Unfriendly 20 + creature's Char, Indifferent 15 + creature's Char, Friendly 10 + creature's Char, and Helpful 0 + creature's Char.
| Lily Tuvol |
Spreadsheet?
I'm imagining Liz feeding Fishguts a raw bacon, oyster, and hair sandwich now. This won't go well.
Lily wobbles as Sandara hands Lily's falchion back to her. "Wha? Its blessed by Besmara? But that..." She stumbles a bit backwards but catches herself, "Need... a... hammock..." Lily wanders off to find a place to sleep clutching her weapon tightly. Her dreams are haunted by the Pirate Queen.
| Madame Ming |
Hello Sandara! You can call me Ming, Madame Ming if it pleases you.
Ming gives a shy smile and looks around at the gathered.
Indeed some friends would be good. Someone to rely on and watch your back. It's hard to make it alone and i can believe that's double true on a ship like this. Seems half the crew was pressed on?
It's generous to give those back, Sandara. You don't happen to know where they're keeping the rest of our stuff, do ye?
Ming will try to sneak away and then transform into a fox, trying to explore the ship a bit...
Stealth: 1d20 + 8 + 8 + 2 ⇒ (11) + 8 + 8 + 2 = 29
+8 is the skill mod, +8 from being tiny and +2 from +4 DEX
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
| ArendK |
@Everyone talking to Sandara (everyone but Abel I believe)
"We'll see about pleasing another time." Sandara gives a wink to Madame Ming that's hard to tell if it's flirtatious, friendly, or amused joking. "Grok has the rest of your gear presumably, stored either in her quarters or in her store.
"A little less than half the crew was pressganged; myself, Cog, Rosie, and Conchobar (she draws his name out and rolls her eyes a bit) have only been here a short while; the rest are die-hard Harrigan crew or have been for at least a few months as far as I can tell. I got the same introduction ya'll did, just with Scourge seeming to....take a fancy to me. Be mindful ladies. And Ellie, regarding the crew deciding if they want to bed you or murder you; I will remind you they are pirates. The two options are not mutually exclusive.
@Abel
As drunk as Tilly is after the game of Heave, the warmth of human contact she leans into your shoulder and falls asleep on the barrel propped up by Abels arm.
@Madame Ming SNEAKING MISSION
As you enter the middle levels of the Wormwood, you are surprised by the sight of a freakishly large man who seems to be tethered to the pillar of the foremast by a rather thick chain. Easily the size of two dwarves standing one on anothers shoulders and just as wide, the heavy rhythmic breathing tells you the giant is likely asleep as he is sitting back against the pillar itself. Clad in only pants (that only work as shorts on the giant), the large bald mans face and body seem covered in scars and old injuries.
Filling the hold are boxes, crates, and barrels of various items in addition to several caged sleeping pigs.
The two doors closest to him are the Galley and the Quartermasters store; a flight of stairs near the fore of the ship lead upward, the set you came from takes you down to the lower hold with the crew. Alternatively, if you can get past the giant, you can get to the main deck.
| Abel of Rahadoum |
Abel almost enjoys the polite and intimate seating with Tilly; unfortunately, the battered Wizard winces with each snuggle. After only a few moments of her softy snoring on his shoulder, the young Rahadoumi gently lays her down on the bench.
He looks at anyone else about for suggestions....
....only getting s+@%-eating grins, faux slaps on the arse, and a not too few angry looks, Abel decides to go find that big 1/2 Orc, Lily!
| Lily Tuvol |
Abel finds Lily stumbling about looking for her hammock. Sleep nighttime action.
| Ellie Dewblossom |
"Thanks for the warning. I think I'd like to get some sleep." Ellie stands, somewhat unsteadily after the strong drink, and heads below deck to pick out a hammock for herself.
In the dim light, she spots a familiar box in the corner of the room. My supplies! She surreptitiously stashes it behind a crate, just in case someone else decides they, too, could use a box of medicine and bandages. Surely there was a reason it wasn't simply taken with her other belongings or given to one of the ship's officers-- whatever that reason was, she doesn't want to give them a chance to change their mind.
Sleeping as my nighttime action.
| ArendK |
@Brunhild (sorry, still trying to get caught full up with this group and making sure I got everyones questions/actions caught up)
Sandara raises her mug. "Left Hells Harbor 3 weeks ago after me Pa died. I'd done what I could there. Made it to Port Peril 'fore I ran across Harrigans press-gang. Scourge already made a pass at me; rather lick-clean the sweatbox."
"Aye, watching out be best for everyone. I doubt Captains happy 'ight 'ow with the press-gang. Probabl' thinks 'hey went to brothel and just brought back toys and a customer." She smiles gesturing to Abel as he approaches after leaving Tilly. "Conch is aight I think. Cog I don't know. Rosies...like a cat with knives during bathtime."
"Wise play is to keep heads down, eyes up and move the way the wind blows. 'nd on that note, the wise like sleep." the red-headed woman says as she shifts to go to her hammock.
Liz Perception: 1d20 + 6 ⇒ (19) + 6 = 25
@Madame Ming and Liz
As Liz is trying to bring some semblance of order to the kitchen and galley through the discarded boxes, bottles, and a myriad of other garbage, Liz makes an interesting discovery.
3 bottles of brandy with the label of "Devils Tea"
6 bottles of rum of a far superior quality than what was rationed out.
A cookbook written by Gorin Ramses that provides +1 circumstance bonus to checks that are meant to cook for a group.
An appropriate knowledge or profession check DC 10 remembers that Gorin Ramses is a sailor for the Andoran navy who wrote a slew of books on cooking at sea for the military.
In addition, through the swaying of the ship, Liz also notices the quartermaster door is slightly ajar. Ming in her fox form would also note this, also that the giant man chained to the mast is fast asleep.
| Abel of Rahadoum |
Abel waves at Sandara.
Thanks again, Miss Quinn. I think that these bits of raw skin and fresh cuts need to get some sleep.
He smiles at those gathered.
I have some magic at my disposal. I studied at the Occularium.
He looks at them expectantly.
In Rahadoum? Anyways, I am a Wizard; although I am just graduated.
He then bows formally.
I am at your service.
The young Rahadoumi retires for the evening.
| Madame Ming |
Sensing an opportunity there, Ming sneaks to the quartermasters door to peak inside, sniffing whether anyone is there.
Stealth: 1d20 + 8 + 8 + 2 ⇒ (13) + 8 + 8 + 2 = 31
| ArendK |
@Everyone
I want to get everyone caught up so we can start the next day all on one post. This should be the post that gets us close.
@Liz
While there's not enough for her proper alchemy, Liz rations that if she pulls an all-nighter she may be able to make a makeshift alchemists fire using the bits of alcohol, moldy bread, and other gunk found in the kitchen.
You may make a craft alchemy check DC 15; success will get you an alchemists fire, but the Reflex save is only DC 12 and the damage is D4 instead of D6.
Whether you are successful or not, if you make the check, I need a constitution check DC 10 or be fatigued the next day
@Madame Ming Apologies, I had meant to add you to Liz's piece the other day, but my brain decided to take a nap apparently when I was typing and forgot to incorporate you
This small storeroom is just filled with numerous barrels, boxes, and chests. The ones without locks tend to be random supplies such as clothes, pants, rope, waterskins, or barrels full of various liquids (the rum rations and water, one would imagine). Ming can hear Liz in the next room in the kitchen attempting to get some level of coherency in the kitchen.
However, 6 containers in particular catch your eye due to the heavy locks on them.
2 wooden lockers, 3 wooden chests, and a metal trunk.
| Madame Ming |
Hearing Liz locking the other door, Ming sneaks there and changes back.
Pssst, Liz. Over here! she whispers once humanoid again.
It's me, Ming. I need you to do me a favor. Stay on guard and watch out if someone comes around. Should someone come, make some noise and distract them please, to buy me some time. I need to check out something. You in?
| Madame Ming |
Don't worry! I'll be quick and nobody will notice. Just say something when someone comes down here!
Ming hops back into the open room and begins to unlock the metal trunk.
Disable Device: 1d20 + 8 ⇒ (18) + 8 = 26
| ArendK |
@Madame Ming
Ming quickly begins working at the lock on the metal trunk. Furiously working and concentrated, she puts her best effort into the lock. Unfortunately, it is just a smidge outside her skills and abilities, and the fates seem to remind her fingers of that fact.
A small dart flings out of the mechanism, a trap laid by whoever secured the trunk.
[ooc]Trap attack and damage roll: 1d20 + 10 ⇒ (2) + 10 = 121d3 ⇒ 3
Luckily, there's enough room for Ming to shift sideways without knocking over any of the other crates as it plinks harmlessly against the wall. Unfortunately, the metal trunk seems far too secure for Mings abilities presently. The others, however...that may be a different story if she is willing to risk the time...
| Abel of Rahadoum |
Abel sleeps restlessly.
His closed eyes tighten occasionally in remembrance of being whipped for just not climbing straightway....
| Madame Ming |
Damn, a trap on a boat? And what kind of lock is that?.
Ming curses under her breath, but then quickly tries one of the wooden lockers.
Disable Device: 1d20 + 8 ⇒ (4) + 8 = 12
| Lily Tuvol |
Lily shifts about fitfully in her hammock unable to sleep restfully. Her dreams are haunted by maelstroms and ships cracked in twain. Krakens and sea serpents devouring sailors. Drowning and then sinking to the darkness below the Shackles never to be seen again.
| ArendK |
@Ming
With time, Ming is able to unlock one of the wooden chests, the one that had been sitting on top of the pile. The contents of it are the remainder of her personal effects, in addition to a collection of others.
What are you taking? To speed things up, I'm going to move to the next morning as well.
@EVERYONE
The Next Morning, Main Deck
The morning bell strikes, waking everyone from their slumber. The crew on the main hold quickly hop out of their hammocks, secure their effects, and dash towards the main deck, grabbing a quick biscuit from a box outside the Galley for breakfast.
Master Scourge and Mr. Plugg are already giving out todays assignments as everyone is coming up.
"Tendin' the main sail with Maheem; give the boys something to look at." Mr. Plugg indicates coldly to Ming. "While the crows nest with you." He points to Lily, then towards the top of the main mast.
Master Scourge cracks his whip into open air at the sight of his new swabs. His grimace at the sight of them is almost tangible in its disgust.
"Maggot, to the bilges with you. Keep that pump turnin'.
He points a finger to Abel.
"Girlies, we got a rat problem on the ship. Make it go away." He gestures to Ellie and Brunhild.
Galley
As Liz enters the Galley, Ambrose Kroop is gathering about, occasionally pausing to shake his head and take a swig from the ever-present bottle. Despite the earliness of the hour. He does seem slightly confused and offset by the order Liz made of the chaos in the room the previous night.
"Aye lassie, come in. Cooking something fresh fer t'night, but I need extra hands and legs. Ask Grok next door for the fishing gear, and head up. Catch what ya can, and don't make it skimpy. Now where in Besmara's blasted bodice did I put that knife...?"
@Liz
Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish
@Abel
Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
@Ellie and Brunhild
Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
@Lily
A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
@Ming
Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
| Lily Tuvol |
Cure rum addiction? DC 5: 1d20 + 3 ⇒ (6) + 3 = 9
Lily's mouth is dry. All she wants to do after waking is to stop in the galley and take another swig of rum. She fights through the urge and reports for duty. "Aye aye, Sir!" she yells after receiving her orders.
Climb take 10, accelerated climb: 10 + 8 - 5 = 13
The climb up the rigging is trivial for Lily, even dealing with the haze of a hangover and the rocking of the boat. She scales it in half the time it takes most people.
Perception: 1d20 - 1 ⇒ (2) - 1 = 1
Getting to the crow's nest is easy. Doing the job of look out was hard. Between her hangover and her nearsightedness she had trouble even making out people on deck let alone other ships or land. Everything was a smear of brown or blue with little detail visible to her.
| Abel of Rahadoum |
Abel wakes a bit gingerly. The restless swinging of the hammocks made sound sleep a bit of yarn.
The Wizard makes his way top side? along with the others. He does indeed grab a biscuit.
Once the youth hears his duty for the day, he grins; making his way below decks.
Once he finds the correct room, he looks for any one else assigned down here in the bilge...
| Ellie Dewblossom |
Not wanting to risk facing Plugg's wrath, Ellie focuses only on catching rats and vermin aboard the ship. She has nothing but time, it seems, and neither she nor her possessions have anywhere else to go.
Daytime action: Work diligently.
Survival (untrained): 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24
Her focus pays off several times over. Every time Plugg glances her way, she's tossing another rat or a few cockroaches overboard. She catches his eye and smiles at him with a satisfied expression.
| LizArdoc |
Yer knives are over there. Got them clean and sharp. Plus the pig and goat are in their pens like they should be. Liz grumped and headed up to fish. Gods above, I can hardly fish at all. Liz works diligently.
Survival: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20