GMMICHAEL'S Skull & Shackles

Game Master Dread

Skull and Shackles Roll20

Date: 25th Neth 4721 4am

Normal Day on Ship:

630am wake up
7:00am-8:00am Breakfast
8:00am-5:00pm Workday
5:00-6:00pm The Bloody Hour
6:00-7:00pm Dinner and Rum Rations
7:00-10:00pm Crew Time
10:00pm-6:301am Sleep

Ship Actions:

Day--choose 1
1. Work diligently (+4 to one check)
2. Influence (normal check and attempt to influence 1 NPC)
Sneak (normal checks and make 1 perception check in the area they are working in to notice something unusual)
4. Shop (take -2 on daily checks to visit quartermaster store and talk with Cut-Throat to try and get items)
5. Shirk (take -2 on rolls to take 10 searching an area more fully. 1 perception check)
6. Steal (attempt to open a locked chest or door (must take chance on discovery)

Night---choose 1 during crew time. (can take up to 2 more in dead of night but will be fatigued if fail con check DC10 +4 per action taken)
1. Sleep (sleep through the night. Auto recover from fatigue)
2. Gamble. (play or gamble game of chance with other pirates)
3. Entertainment (make a perform check for the crew to entertain them)
4. Influence (per daytime)
5. Sneak (take 20 checking an area out but MUST take chance of discovery)

Exp: 901/Next Level: 1300.(2nd)


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Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Waiting long enough to ensure no one was looking, Seadreamer then moved up to to Brunhild, then Destinie.

Ach, lass, I cannot be helping you right now, but I will do what I can.

He then offers her a hand up, and then a shoulder to lean on while they are walking. Take you time lass, and get your balance, we seem to have something in common

He glowers at anyone that appears to be looking at the three of them oddly.

Edit, I forgot the saves.

fort: 1d20 + 2 ⇒ (2) + 2 = 4
alcohol: 1d20 + 4 ⇒ (14) + 4 = 18 +2 vs poison

Looks like I am tired for the next day, or I am sleepy for the night.


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

I just noticed the ! after Abel of Rahadoum(!) in Stat block...lol.

Bloody Hour!

Abel winces at each crack of the cat-o-nine striking his unfortunate pressganged mates. The Wizard screams on the inside for this fate!
This ship definitely needs new management!

Quickly taking his share of rum, the youth downs it with much vigor!
Fort DC 5: 1d20 + 2 ⇒ (12) + 2 = 14

Reddened blue eyes follow the others as they begin gathering for todays meal.
This needs to end.

Abel does raise a hopeful black eyebrow, as he notices Destinie casting.
Spellcraft (Int) DC 16: 1d20 + 8 ⇒ (4) + 8 = 12

Unfortunately, the Bloody Hour, Rum, and Meal must be taking its toll on the young wizard's faculties!

EDIT: Cha: 1d4 ⇒ 1


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie moves to help her allies after the whipping, but stops when Destinie tends to the both of them herself. So she knows some magic as well. Interesting.

Fort: 1d20 + 4 ⇒ (8) + 4 = 12
Cha: 1d4 ⇒ 3

She puts down her rum with a cough, feeling it loosen her tongue after just one drink. "So you can do healing magic?" she asks Destinie. "I get the feeling the officers don't value that as much as they should."


Brunhild listened quietly and intently. When healed, and after hearing the explanation, she offered a small smile. "Aye. I understand. Nay anyone taught me aquan either. Around the same time that I began speaking it, I started doing this." She took a mug of water, raised a finger and put it in. The intense chill around her extended digit caused the water to begin to turn into ice. "So far that's about it. Seems like where ye can heal people, I can make it really fookin' cold. Can't say it's from the same source. But yer not alone in this."


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

As he receives a simple admonishment, Terry's shoulders drop. Not going to be forgiveness like this later, I'm betting.

When he gets called back for trying to translate, he stands as straight as he can, working to display a strength he's not sure he feels right now.

Bluff: 1d20 + 6 ⇒ (8) + 6 = 14

When he gets the quick touch instead of a strike, his first reaction is relief, but it quickly turns to worry, to concern, possibly even a touch of grief. Now all the swabs are going to see me marked as favored. Lotta risk in that mark. Too much I don't know to be ready for having it.

Despite the obvious flow of emotions over his face, Terry is careful to keep his pie-hole closed this time. Absolute silence is a rule for the Bloody Hour. I hope the other rules don't cost more to learn.

As the others start talking about how they know Aquan, Terry shrugs. "I know it because I had the opportunity to spend some time with some sea elves while I was growing up on Quent. Seemed like something that might be useful out on the water. Likely more useful than Varisian or some-such."

His emotional state keeps him from even considering skipping the rum, like he was originally planning, this night.

Rum:

Fort: 1d20 + 1 ⇒ (10) + 1 = 11
Cha Bonus: 1d4 ⇒ 4
Fatigued: 1d8 ⇒ 8 duration in hours begins after Cha bonus wears off
Con Damage:: 1d3 ⇒ 2


While the group eats, talks and drinks...learns about each other. they feel the eyes of the crew on them as never before....Sandara saw the healing and shook her head. You shouldnt have done that. They will be looking to see how you perform with a slight injury, They may wan to secretly view their handiwork...and they will see uninjured flesh. and then they may start wondering...

Night---choose 1 during crew time. (can take up to 2 more in dead of night but will be fatigued if fail con check DC10 +4 per action taken)
1. Sleep (sleep through the night. Auto recover from fatigue)
2. Gamble. (play or gamble game of chance with other pirates)
3. Entertainment (make a perform check for the crew to entertain them)
4. Influence (per daytime)
5. Sneak (take 20 checking an area out but MUST take chance of discovery)


”Seriously? They’d want to see wounds that could fester and get infected?” Brunhild shook her head. ”Its like avoiding maintenance on your tools just to see if they’ll break.” After a moment she asked ”Is there anything good on this ship? As in, does anyone aside from the officers get paid? Or I’d everyone a slave too afraid to rebel?” Her mind slowly turned to the dwarf who had brought her here. She wondered how she could get vengeance on him without being caught...


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Trying to figure out how to improve his position, and that of the rest of the newly recruited, Terry admits to himself that he needs to continue making friends. He considers the cabin girl, thinking that if he's already building a reputation for talking up the women . . ., but decides the risk of looking that close to the captain this quickly is just too great. Scanning the ship's complement, he settles on the sawbones as someone that knowing better can only be a positive, so he moves towards 'The Stitchman' and tries to strike up a conversation.

"'Hoy! You're 'The Stitchman,' right? Let's be honest, a new sailor who doesn't try to make friends with you doesn't understand the risks we take out here. So, what brought you aboard 'The Wormwood'?"

Diplomacy w/ Rum Cha bonus: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

She looked back to the two of them in amazement. "At least I know I'm not just crazy. That and I have people I can talk to."

To Ellie, she just scoffed. "Oh they do alright. Which was why I was hiding that..." Case in point, Sandara pointed out the obvious and she nodded sheepishly in response before sitting back down.

To Terry, she turned in spoke in a language he and Ellie would be familiar with.

Elvish:
"Who says you can't do both?"

Once Brunhild responds, she moved over beside her and talked with a whisper.

Aquan:
"Don't talk like that. Our best chance is to make friends with others and go from there."

With that said, she moved towards someone that might be less inclined to be bothered by her latest embarrassment. She sat down next to Tilly and decided to chat with the former barmaid.

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

"I just want to say I'm not a witch. I just get nervous in a unique way. It's a lot of pressure and all." Oddly enough, she couldn't think of much else to talk to her about.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Sitting down to eat with the rest of the group.

I saw the chests of Jape, Badger, Patch, and Kipper. Didn't get a chance to look into them, but I saw where they were.

He continues to eat.

I wonder what it would take to get our own gear back.


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

Abel stubbornly eating the meal handed out to the crew. He refuses to even think about going through this until he is the one being stripped and whipped!
I do have my Spellbook.

The Wizard nods in gratitude to Sandara.
I have a Sleep spell ready if you really need to find something?

Abel does look a bit fatigued from his day of rope tying, rope lifting, rope carrying, and rope roping.

Yawning a bit; the rum, the work, the blood finally getting to him.
Perhaps, it is best to continue to get the lay of the land...err...sea around here a bit more?

At the end of the evening, the tired wizard returns to his bunk.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Putting a hand to her mug in thanks to her god as well as to gather her courage, Ellie mutters a short word of prayer. (Casting enhanced diplomacy.) Then she goes to Rosie Cusswell, the halfling who seems, like them, to be new to the crew.

"Can I sit here? You don't seem like you want to kill me, which makes you better than half the crew at least."

Diplomacy: 1d20 + 1 + 1 + 2 ⇒ (10) + 1 + 1 + 2 = 14


Brunhild hissed back:

Aquan:
"Fook this place, and fook these people. We're bloody slaves here till they decide to kill us and kidnap new people."

She said, darkly. Then, in common she finished "Going to bloody sleep. Can't wait to see if the rum or the crew kill me first." The humiliation of the whipping had put her into a fighting mood, but with her powerlessness she was teetering on the edge of being despondent. The idea of putting on a smiling face was just too much for her that night.


Abel- sat around talking to the group, noticed that Lily seemed more and more withdrawn. Something was bothering her, but he couldnt put his finger on it. as dusk turned to dark the fatigue began to set in and soon the rum did its work and he felt sleep tugging at his brain. He realized this is exactly why they give a rum ration...to make physically tired pirates want to sleep.

---------------------------------------------------------------

Brunhild- saw he same look in Lily's eyes as was in hers. The ship an its leadership was already starting to get to her...2 days in. She sat and scowled until she knew she had to go to bed before she killed someone.

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Destinie- after trying to talk to Ellie and Bunhild, saw the dwarfs attitude become bitter and Ellie was quiet. decided to go nd attempt to talk to Tilly, the former barmaid, who was press ganged to servitude.

Tilly made small talk but didnt seem interested in getting to close...finally she turned to Destinie and said Look Im not the superstitious type, so I know youre not a witch or somethin like that, but I cant risk one of these lowlifes who seem to have marked you to think Im too close to you. Best we just stay shipmates and not friends ya got that. Thanks. See you tomorrow. And she walked off.

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Ellie- Rosie was sitting talking to Giffer and Conch, when Ellie approached. She smiled at Ellie and let her join the smallfolk of the ship...except Ratline, who wasnt with them. after listening to them when Conch and Giffer went off...for whatever...Rosie sat for a few and said I appreciate you looking for friends. and Sandara and I are just that. But unlike Sandara, Im more inclined to keep a low profile. Best we not get marked as buddies. However Ill tell you this. If you can find a way to get my fiddle from Cut-Throat...then..then we will be best of friends. *chuckle* Like that could ever happen

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Seadreamer- Seadreamer mused about his gear...and Sandara said...well theres a few ways. first make some money. whether on a raid, or winning at gambling with some of the pirates, or entertaining them, or whatever..you can go buy back your gear from Cut-Throat. or you win the favor of one of the officers, they can give you a boon...like hoe Lily got her Falchion back....or you can go try to steal it...but that can have very bad results if you get caught

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Terry- Terry went up on deck in the evening light, and found The Stitchman up top, enjoying the night air. He struck up a conversation with the ships Doctor.

Terry Make Int check DC15:
You find out hes a long time friend of The Captain, but theres something that hes not too fond of going on right now and he shuts right up when the subject comes up. You do know he doesnt care AT ALL for Master Scourge or Mister Plugg, who arent part of the original crew

after about an hour of talking, the usual quiet Ships Doctor becomes friendly and Terry finds out his name is Harbly Quarne ...Stitchman is a nick name. Hes been a pirate for more than 20 years. and is among the 4 most experienced crew members.

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Lily-. Has her Falchion and just keeps on sharpening it and looking around
Ming- is very quiet and withdrawn. the ship seems to be effecting her like a caged..animal.

does anyone want to snoop around after everyone gos to bed. look over night time activities from before.

Current Status Summary:

Abel of Rahadoum(!)--Fatigued-- AC:12(T:12/FF:10)CMD:11 HP:09/09 Saves-FO:+2 RE:+2 WL:+2
1st Wizard (Poleiheira Adherent) M Human (Garundi) Defenses:

Brunhild Liefdottir: AC:12(T:12/FF:10)CMD:16 HP:(NL-12)14/14 Saves-FO:+6 RE:+4 WL:+4
1st Shifter (Elementalist) F Dwarf Defenses: Hardy, Saltbeard, Minor Form

Destinie Nicholae(!!) AC:14(T:14/FF:10)CMD:9 HP:(NL-9)12/12 Saves-FO:+1 RE:+4 WL:+4
1st Oracle (Lore) F Human (Jadwiga) Defenses:

Ellie Dewblossom AC:12(T:12/FF:10)CMD:15 HP:10/10 Saves-FO:+3 RE:+2 WL:+5
1st Cleric (Theologian) F Half-Elf (Half Ulfen) Defenses: Immune to sleep, +2 on saves vs enchantment spells/effects

Lily Tuvol(!) AC:13(T:13/FF:10)CMD:17(18 vs grapple) HP:12/12 Saves-FO:+3 RE:+3 WL:-3(-1 vs fear)
Bloodrager 1 (Crossblooded:Infernal/Destined) F Half-Orc (Half-Chelaxian) Defenses:

Madame Ming AC:18(T:14/FF:10)CMD:14 HP:11/11 Saves-FO:+2 RE:+6 WL:+1
1st Rogue (Unchained-Sylvan Trickster/Tidal Trickster) F Kitsune Defenses:+2 vs. poison or drugs/+4 to avoid effects of alcohol

Seadreamer Stonebeard AC:12(T:12/FF:10) CMD:16 HP:12/12 Saves-F:+4(+8) RE:+4(+8) WL:1(+5)
1st Ranger (Trudd) M Dwarf Defenses: Poison +2 (Steel Soul)

Terry of Quent(!) AC:14(T:14/FF:10) CMD:14 HP:09/09 Saves-FO:+1 RE:+6 WL: +1
1st Rogue (Pirate) M Half-Elf (Half-Garundi) Defenses: Immune to Sleep, +2 vs Enchantments


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Int Check DC 15: 1d20 + 1 ⇒ (14) + 1 = 15

Nothing like hitting it on the nose!


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

I may think about it; if he can make it through a Day without being Fatigued...lol. Book worm on a pirate ship! Who writes this stuff!


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

Destinie sighed deeply and gazed at the leftover rum for a few seconds more. Tempting given the day she's had... but she instead elected to go back to her hammock and sleep off the bad, filthy day she had.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie tries a few more times to make small talk with Rosie, but it becomes clear that unless she's willing to do her this favor, she'll make no further progress with the halfling. Well then. I hope this violin of hers is still on board. She lingers above deck for a little while before retiring to her cot in the crew's cabin.

No snooping for me.


Not trusting her tongue, or fists, Brunhild retired for the night. Given their slavery, she didn’t see much of a rush to go out and make small talk. Especially when she knew that a lost temper could lead to lashes, or worse, keel-hauling.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Seadreamer just heads to his hammock after the meal.

After ensuring no one is within earshot, He comments quietly to Brunhild on the way.

This is one of the worst run ships that I have ever encountered


The new to pirate life crew members bed down in the hammocks for the night. Destine returns to her place with Fishguts and CutThroat, thankful that she will be back to cooking and not bilge cleaning.

Morning comes and theres flapjacks for morning fare.

The days assignments are read.

Rigger assignments:

terry: 1d6 ⇒ 5
Conchobar: 1d6 ⇒ 5
Maheem: 1d6 ⇒ 5
Ratline: 1d6 ⇒ 2
Narwhal: 1d6 ⇒ 3
Slippery Syl: 1d6 ⇒ 2
Lily: 1d6 ⇒ 3
Barefoot: 1d6 ⇒ 5

Lookout- Terry, Conchobar, Maheem, Lily, Barefoot( DC10 Climb. DC10 Perception)
Linework-Ratline, Slippery Syl
Upper Rigging Work-Narwhal

Swab assignments:

Sandara: 1d6 ⇒ 5
Jaundiced Jape: 1d6 ⇒ 3
Fipps: 1d6 ⇒ 6
Aretta: 1d6 ⇒ 5
Shivikah: 1d6 ⇒ 6
Scrimshaw: 1d6 ⇒ 3
Cog: 1d6 ⇒ 4
Ming: 1d6 ⇒ 1
Badger: 1d6 ⇒ 3
Tilly: 1d6 ⇒ 1
Rosie: 1d6 ⇒ 1
Brunhild: 1d6 ⇒ 6
Seadreamer: 1d6 ⇒ 6
Ellie: 1d6 ⇒ 1
Abel: 1d6 ⇒ 5

Runner-Sandara, Aretta, Abel (DC10 Acrobatics/DC10 Con avoid fatigue)
Swabbing the Decks- Jaundiced Jape, Scrimshaw, Badger
Ship Repairs- Fipps, Shivikah, Brunhild, Seadreamer (DC10 Prof Sailor or DC10 Dex)
Bilges- Ming, Tilly, Rosie, Ellie (DC12 Str/DC10 Con avoid fatigue)
Hauling Rope and knot work- Cog

Destinies chore for day: 1d6 ⇒ 5

Bull Session with Fishguts.- Destinie (Make Rume Ration Rolls and spend day talking with Fishguts. Get extra day action)

it seems odd that 5 people are assigned to the crows nest today, or rather to keep an eye out...must be a reason.

Day--choose 1 except destinie she gts 2
1. Work diligently (+4 to one check)
2. Influence (normal check and attempt to influence 1 NPC)
Sneak (normal checks and make 1 perception check in the area they are working in to notice something unusual)
4. Shop (take -2 on daily checks to visit quartermaster store and talk with Cut-Throat to try and get items)
5. Shirk (take -2 on rolls to take 10 searching an area more fully. 1 perception check)
6. Steal (attempt to open a locked chest or door (must take chance on discovery)


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie instinctively crinkled her nose at just the mention of being assigned to the bilges again. Does he hate me that much so soon? Surely others had earned his ire more than she... well, nothing doing for it now.

Day action: Sneak
Strength: 1d20 + 3 ⇒ (7) + 3 = 10
Con: 1d20 + 1 ⇒ (18) + 1 = 19

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Seeing Rosie's occasional glance at her reminds Ellie of her statement the previous evening. ill get your violin yet. She also remembers that, revolting as the bilges are, there's more down here than meets the eye. She feels around with her feet, trying to find more goods.

Unfortunately, the distraction causes her to fall behind in her work.


Brunhild nodded with a glum look on her face. She replied, in dwarven:

Dwarven:
"This ship is like a mine without supports."

The entire enterprise felt slapdash and on it's head backwards. It seemed to her that disaster was inevitable...

...the next day she went to work, but without much heart. Even though it was the work that she *wanted* to do, knowing that it was for such a blasted crew. Luckily, such was her craftsmanship, that even halfassing it was enough by human standards.

Shirk!: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Perception take 10: 10 + 8 = 18


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Not really understanding the focus in the Crow's Nest, but wanting to take advantage of it, Terry notes he's got two up here with him that are reasonably friendly. One he intended to try to make nice with, and the man who seems to love to hate everyone.

This may well be the best opportunity he's going to get to lighten Maheem's mood, so he's going to take it! He'll start by discussing the view with Lily and Barefoot, trying to make jokes where possible, and then will slowly work in comments designed to include Maheem. The goal is to get Maheem involved in conversation almost by accident instead of trying to force it like Terry did last time.

Climb w/ racial Sea Legs DC 10: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Perception DC 10: 1d20 + 7 ⇒ (7) + 7 = 14

Diplomacy for Maheem: 1d20 + 9 ⇒ (17) + 9 = 26

WOW! If Maheem's Cha is 13 or less, that should actually adjust his attitude to better! I EXPECTED failure.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

Destinie was ready to make sure that she didn't screw things up this time around. So it came to a surprise that Kroop had already finished their meal and just wanted to drink and talk. She obliged on both accounts.

Fort Save: 1d20 + 0 ⇒ (6) + 0 = 6

Charisma bonus: 1d4 ⇒ 2

She could still feel her throat burn from the drink from yesterday, but she did a better job keeping it down this time around. The buzzing felt slightly more comforting as well.

"I appreciate the help." She started with a nod. Oddly enough, the drink had her in a reflective mood.

Diplomacy, Fishguts: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22

"You're way too nice for the rest of the pirates on this ship. You didn't even freak out when I went in one of my... mental episodes. How did you even end up here?"

Des will use her second action to try and get an item from Cut-Throat.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Seadreamer in working around the ship, takes the time to work along side Shivikah.

So how did you end up here.

Prof Sailor: 1d20 + 7 ⇒ (13) + 7 = 20

diplo: 1d20 + 0 ⇒ (10) + 0 = 10

I tried influence, but I guess I will have to leave that to the more charismatic


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

Abel looks at the Duty List. The Wizard nods.
Runner? Ok, so, what is that about? I was a Track competitor.

He begins to do some stretches that he seen actual athletes perform prior to competing. It looks like he will hurt himself.

Acrobatics DC 10: 1d20 + 2 ⇒ (3) + 2 = 5
Con DC 10: 1d20 + 2 ⇒ (10) + 2 = 12

Abel is a bit concerned about the sudden cramp in his leg, but the Youth is determined to show Aretta how much her friendship, tutoring, yelling motivates him!
Diplomacy (Int): 1d20 + 8 ⇒ (5) + 8 = 13

So, is it normal for your legs to cramp; your eyes to blur, and your heart to explode?


Three bells ends the duty day and the crew slowly gathers up top to eat and for the Bloody Hour.

Abel spends most of the day delivering messages to other officers of the ship. he meets each of them in turn, doesnt have time to talk much to them but now is more familiar with them. He performed adequately moving about the ship delivering messages to avoid being punished. And finds hes not tired like the last two days.

several times during the day he approached Aretta only to be rebuffed again and again with her say things like Look Skinny Youre not my type, and as long as Master Scourge dont like you...I dont like you. understand?

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They put Seadreamer checking the ladders for repairs with Shivikah. Moving around and working was easy but Seadreamer found the brutal looking black woman to be totally without a hint of humor or friendliness as she said Shut the Farg up scrub.. I aint here to be your friend. If theres nuttin in it for me. I aint into it.

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Destinie has a good day lounging in the Kitchen with Fishguts who proves to be a fairly nice guy. and actually starts giving her advice on how to do things and keep out of the First Mates eyes.

When she approaches Cut-Throat about getting something of her gear back. Fish Guts pitches in to try and help.

[ooc]Destinie make another Diplomacy check and add +2 to it for Fishguts. DC15 because she likes you if you succeed post what you want. 1 item[/dice]
------------------------------------------------------------------
Terry spent the day up in the upper rigging keeping an eye out. It became quite apprent why as he realized they were passing through an area near islands to the north west and the mainland to the south east. just a a short distance separated the ship from either side. Another ship could show up quickly to overtake them if they werent wary.

Trying to get Maheem into a conversation was like trying to go shark fishing...at any tur you might catch what you didnt want to...but at the end of the day, Maheem looked at Terry and said Yanno Quent ya aint half bad. Watch yurself kid

---------------------------------------------------------------

They put Fipps with Brunhild repairing sails. sewing. not something the former shipwright was remotely interested in, but even if she did her best to not get into her work and to do the minimum she still adequately did her job. In the meantime she had a chance to look around with a keen eye in the hold. and realizes theres provisions for about 3 weeks at sea.....so whatever is going on, itll be a while before they see land .

----------------------------------------------------------------

Ellie is in the bilges with Tilly, Ming, and Rosie. its a miserable day again with filth just abounding. They all come out stinking and nasty. Rosie does a better job of cussing than she had, coming up with epitaphs that would make an orc blush.

Ellie cannot get her hands on anything of value on this day, though she gets in the nasty water several times up to her knees and and feels around getting soaked.

Ellie does not perform her task well, and Master Scourge stopped in twice to look and scowled at her.

----------------------------------------------------------------

Upon on deck Ellie is the only one singled out by SCourge or Plugg and she gets a verbal reprimand for not doing her duty satisfactorily.

then its dinner time with a stew of left over pig and some carrots and potatoes.

and then to the rum rations.

and

nighttime actions from 6-9:

Night---choose 1 during crew time. (can take up to 2 more in dead of night but will be fatigued if fail con check DC10 +4 per action taken)
1. Sleep (sleep through the night. Auto recover from fatigue)
2. Gamble. (play or gamble game of chance with other pirates)
3. Entertainment (make a perform check for the crew to entertain them)
4. Influence (per daytime)
5. Sneak (take 20 checking an area out but MUST take chance of discovery)


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

During dinner and even at the Bloody Hour, Abel seems to be better prepared than the previous two days. The Wizard gathers together the new recruits for a sit down.
So, anyone up for any snooping?

Abel will try to find out if anyone has anything they need to retrieve? He has his spells.

Fort Dc 5: 1d20 + 2 ⇒ (7) + 2 = 9
Cha bonus: 1d4 ⇒ 3


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Not tonight Abel. I do have stuff that I want to try and get back, but with my luck, I will just end up caught and in front of the CAT or worse.

Seadreamer quaffs quaffs the rum, and looks around.
I will look around during the days, while I am still learning the lay of the ship.

Rum Save: 1d20 + 4 ⇒ (12) + 4 = 16 Add 2 for poison
cha: 1d4 ⇒ 1


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

She was surprised at how much the man knew about the pirating business. It was interesting for sure, but she decided to delve into that in another time. For now, she decided to try her luck in retrieving an item from the quartermaster.

1d20 + 2 + 8 + 1 ⇒ (14) + 2 + 8 + 1 = 25

Once she made her way over to the shop (a little tipsy along the way), she decided that the best course of action was to state what she wanted with frank confidence. So she loosened up and made eye contact with the half-orc. "If you could, I'd like to have my staff back please. I know I haven't had the best of luck at my job right now, but I need a way to defend myself in this cutthroat place. So if you still have it, I would like to have it back."
-----------------------------------------
Later, she got ready for her next round of rations.

Fort save: 1d20 + 0 ⇒ (17) + 0 = 17

Charisma bonus: 1d4 ⇒ 3

Time before fatigue: 1d8 ⇒ 5

Oddly enough, her second round of rum went down her throat much more easily, and she wiped the residue off her mouth before speaking to Abel.

"Sorry. I never was that kind of girl. I'd only do that if you have some kind of magic that can help you with that." She would then bring out her weapon.

"I'm making progress with Cutthroat. I think she likes me... or pities me. Either way you can mention my name and maybe she'll go easy on you. We may have time when there's a chance to do so. But do it at the right time. As for me..."

Feeling the alcohol in her system, she mustered up the courage to talk to the next person... the burly Crimson Cog.

"I'll try and work my magic elsewhere." And she did just that, whispering a spell that made her appearance that much more friendly than usual. Or it could be just the strong drink.

Diplomacy+Enhanced Diplomacy: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31

She wasn't sure how it worked. Whether it was the drink, or the spell or even if it was the gods themselves. Whatever the reason, she was in her element sitting next to Crimson Cog with no worries about the man.

"So Crimson," she smiled as her head turned towards him. [B]"I don't know why. But I feel like you're the kind of man that knows has to keep a lady company." Her eyes turned more sorrowful. [B]"I got some weird looks from some of the pirates here. Can I sit with you for the night?"

Forgot I had Enhanced Diplomacy. That will be useful. And damn. Wish I had that role in some of the more hostile crew-members. Is it possible to more someone more than one step towards friendliness?"


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Rum Rolls:

Fort: 1d20 + 1 ⇒ (18) + 1 = 19
Cha Bonus: 1d4 ⇒ 1
Fatigued: 1d8 ⇒ 1 duration in hours begins after Cha bonus wears off
Con Damage: 1d3 ⇒ 1

Talking quietly to the group, "You know what? I think I'll work on bringing the women around. Nobody should see anything suspicious about me talking up the women, right? They'll just assume I'm a lech."

Glancing around the crew, he decides to try to make nice with 'Badger'.

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

"Hi there! You're Badger, right? You've been aboard longer than I have. Any trips or tricks you've found to help stay out of trouble?"

Yeah, but I figure it is a place to START a conversation.

After this conversation, Terry will head to his hammock.


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

Abel shrugs. The Wizard then will spend some time talking a bit to the more experienced crew about the ship.

Having had some relationship beginnings with Shivikah (Swab); although a bit strained, Abel decides to give him another go.
I realize that we may have gotten off to a rough start. I would like to extend an offer of mutual assistance during our time aboard ship for the betterment of our two lives?
The Wizard grins.
Influence Diplomacy (Int): 1d20 + 8 + 3 ⇒ (20) + 8 + 3 = 31


Rum: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

”Don’t care to get whipped.” Brunhild responded. ”There be supplies for several weeks at sea. We will be here for awhile. Plenty of time to look around without risking keelhauling.” She remembered the incident far too well…


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Aye, don't risk getting in front of the CAT. If we are at sea for several weeks, then we should take our time to work the crew around, without running the risk of someone giving the cap'n a heads up as to what we are up to.

With that, Seadreamer heads to his hammock to try and get a good nights sleep for the morning.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Fort vs rum: 1d20 + 3 ⇒ (7) + 3 = 10
Charisma: 1d4 ⇒ 3

Having lost in both ways today, in her daily task and in finding anything else in the disgusting bilges, Ellie decides to call it a night. Maybe tomorrow will bring some new opportunity. She heads to her cot to sleep off the rum.

Sorry! I've had a rough couple of days. Didn't realize you were waiting for me.


Destinie had a good evening talking with Fishguts and Cut-Throat and after a couple hours she asked Cut-Throat about her Staff. The Quartermaster smiles and said Sure. Whats a stick mean to the Captain.

Later she went up top and relieved herself and saw Cogsworth leaning over the edge Vomiting. Seems the rum didnt sit well with him tonight. She came and consoled him talked with him and got to know him a little. they parted with him saying 'nite Destinie Sleep well. Thanks for talkin with me

---------------------------------------------------------------------

Terry approached Badger and talked with her after shed had her rum and had enjoyed a song by Conchobar.

She frowned when asked how to handle things on the ship and was generally disgruntled. after a few moments she said to Terry You from Quent ehh? Ya know Captain Fairwind? Tessa? She was good to me once. Helped me out of a bit of a jam. You bare some resemblance to her. Terry can answer how he wants wont assume he gives up the info After a bit more she smiles and begins to talk [B]Yeah been piratin most my days. Never had any use for the softer things in life. Dont need noone and noone need me. Just give me freedom to sail the seas lookin for some loot and some drink and Ill be fine. Long as ye keep me from gettin in trouble Quent you and me are good.

--------------------------------------------------------------------

Abel approaches Shivikah and jokes with her nd tries to get her to open up. who knows how or why, but strangely enough his unassuming manner finally broke down a barrier and she said Yanno Skinny, you got cajones the size of melons. I likes ye. Ye dont let all this get ya down. why did I turn o the pirate life? wasnt my choice. Was runnin a lucrative slave trade business to Cheliax. Was in port in Rahadoum, where ya are from, ifn I am not wrong, and the guard caught wind of me. I escaped. once step ahead of them, and Mister Plugg pulled me outta a bad spot with the guard right outside me door. and the rest is history. Stay dis way Skinny. Dont let em get to ya.
----------------------------------------------------------------

The others all went to sleep early and woke up fresh.

The morning bell and some eggs and salted pork for breakfast and the group waited for their assigned jobs.

Jobs assigned the crew headed to their locations

riggers:

Terry: 1d6 ⇒ 5
Lily: 1d6 ⇒ 4
Conch: 1d6 ⇒ 4
Barefoot: 1d6 ⇒ 2
Ratline: 1d6 ⇒ 4
Maheem: 1d6 ⇒ 4
Syl: 1d6 ⇒ 1
Narwhal: 1d6 ⇒ 4

Swabs:

Abel: 1d6 ⇒ 5
Ellie: 1d6 ⇒ 6
Ming: 1d6 ⇒ 3
Brunhild: 1d6 ⇒ 5
Seadreamer: 1d6 ⇒ 2
sandara: 1d6 ⇒ 2
Jape: 1d6 ⇒ 6
Fipps: 1d6 ⇒ 4
Aretta: 1d6 ⇒ 6
Shivikah: 1d6 ⇒ 3
Badger: 1d6 ⇒ 3
Tilly: 1d6 ⇒ 2
Giffer: 1d6 ⇒ 4
Cogs: 1d6 ⇒ 5
Rosie: 1d6 ⇒ 4
Scrimshaw: 1d6 ⇒ 2

Destine: 1d6 ⇒ 5

Rigging Repair-Syl
Line Work-Barefoot
Rope Work-Lily, Maheem, Conch, Ratline, Narwhal
Lookout-Terry

Ratcatcher-Scrimshaw, Tilly, Sandara, Seadreamer
Swab The Decks-Badger, Shivikah, Ming
Hauling Rope/Knot Work-Rosie, Giffer, Fipps
Runner-Cogs, Brunhild, Abel
Repairs-Aretta, Jape, Ellie

Destinie-another bull session with Fishguts


Acrobatics with shirk: 1d20 ⇒ 16
Perception 18 on the areas she runs through…unless Abel struggles. Then she will help him if possible instead
Con: 1d20 + 3 ⇒ (11) + 3 = 14

Running. Passing messages. It was not her ‘thing’ at all. But she dared no refuse. Still, she hated the ship and the crew enough to ensure that she didn’t really try. She only did what she was told. No more. No less. Luckily for her, she was strong enough and tough enough to not get tired from running back and forth. If anything, it was good expertise. By the end of the day though, her ill-will towards the ship and it’s masters had grown. Idly she checked to make sure that her knife was still on her…


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Conversation with Badger

"You're not the first to note the resemblance. I'm glad she was able to help you. If the opportunity presents itself, maybe you can return that favor." He winks.

Nope. Goes out of his way to encourage the thoughts, but never claims to be related.

Work: Alone in the crow's nest, Terry will focus on keeping an eye out, though he wishes he was down in the ropes where he could maintain some conversation and movement through the day.

Climb w/ racial Sea Legs DC 10: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Perception DC 10 w/ Diligent: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Finally, out of the bilges. For today, at least. Today she's assigned to repair the sails and realign the masts. I can do that. She tries not to be too worried about the fact that her work companions are not her friends-- Aretta only looks like she would have preferred someone else, but Jape's hostility is palpable.

What rolls do I need for today?


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

Abel's mouth just hangs open, as Shivikah becomes nice to him. He smiles at her question of heritage.
Yes, Ma'am. Rahadoum can be a bit dirty, but it is home. Mister Plugg? Not a nice man. And, this could be such a nice boat.

The next morning, Abel studies, eats, and smiles widely at his duties for this day.
Looks like my Olympic aspirations will be redeemed!

The Wizard does some stretches, jumping jacks, and toe stretches in preparation....

Acrobatics DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Con DC 10: 1d20 + 2 ⇒ (17) + 2 = 19

Abel is a bit concerned about the sudden cramp in his leg, but the Youth is determined to meet Peppery Longfarthing (Ship's Wizard/Master of Sails) while running about the ship. Her friendship, tutoring could benefit them.
Diplomacy (Int): 1d20 + 8 ⇒ (7) + 8 = 15
Can Abel have a GM bonus +2 for talking wizardly talk to her? I feel like she has a Cha score...

Surprise! Abel struggles, Brunhild...lol.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

@Ellie That would be either a DC 10 Profession (sailing) or Strength check

The scary looking man actually had more of a heart than she had thought. Taking that mental note with her, she waved him off before retiring at her hammock for the day...

The next day, she was surprised to see Kroop finished with the food once more. To which she replied with a small smile. "I know I messed up the first time, but I'll need to learn eventually." With that said, she took her rations and downed it in one go.

DC 5 Con: 1d20 ⇒ 12

Cha bonus: 1d4 ⇒ 1

hours before fatigued: 1d8 ⇒ 1

Huh. She sniffed the bottle to see whether the drink was distilled or not, then shrugged before putting down the bottle. She then turned towards the half-orc.

"Thank you for looking out for me. I know I haven't really pulled my weight around here yet, but I do wish to learn more."

Diplomacy, Influence Grok: 1d20 + 8 ⇒ (13) + 8 = 21

What she didn't know was that the effects would hit her sooner than expected. She decided to spend her time to look around for anything interesting in the Gallery.

Will Shirk, take 10 in Perception to search the place more thoroughly.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Daytime activity: Influence (Aretta)

Profession (sailor): 1d20 + 7 ⇒ (20) + 7 = 27
Diplomacy + enhanced diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22
Nice!

Like she's done a hundred times before, Ellie finishes her day's work mending sails with practiced ease. She even has time to spend talking to Aretta. "So what did you do before you were brought on board?" she asks, carefully avoiding the insinuation that Aretta, too, was pressganged-- if she was a volunteer, Ellie certainly doesn't want to assume otherwise. "I've been helping my father sail since before I can remember. You look like you've been doing this a while too."


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Back on Rat Catching

Seadreamer works hard, but still takes the time to look around as he works.

stealth: 1d20 + 2 ⇒ (13) + 2 = 15
survival: 1d20 + 1 ⇒ (20) + 1 = 21
perception: 1d20 + 6 ⇒ (16) + 6 = 22


Early afternoon, Seadreamer and Skrimshaw are on the crew deck chasing bugs and rat while Badger, Shivikah and Ming are srubbing the decks with the holy stones with Patch watching, when suddenly a larger rat, some 8" long scoots past them from where Patch was walking and darts between a gap in the hatch to the bilge .

Patch yells After it you two!


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Aye

Seadreamer pops open the hatch and decends into the muck of the bilge going after the rat.

I will drown that bugger in the bilge if I get the chance

Oi bilge, coming down


As Seadreamer slides down the ladder to the brackish water. In the dim light he makes out several dog size rats staring back at him

Above Him Scrimshaw who was starting t=down the ladder yells Patch, theres giant Rats down there.

Seadreamer hears the Bosuns mate tell Scrimshaw, You go get him help from his friends. tell em to stop by the Quartermaster and get 1 weapon each afore comin here. Only the new ones. Badger. Shivikah you keep anyone or anything that goes down there, down there til the rats are dead. ya got it? Ming get down there and help youre buddy.

Ming drops down the ladder next to Seadreamer, pulling a dagger.

Initiative Tracker Bold May Go
22-Dire Rats (x6)
20-Ming
17-Seadreamer
5-Scrimshaw

Combat Rd1:

Madame Ming AC:18(T:14/FF:10)CMD:14 HP:11/11 Saves-FO:+2 RE:+6 WL:+1
1st Rogue (Unchained-Sylvan Trickster/Tidal Trickster) F Kitsune Defenses:+2 vs. poison or drugs/+4 to avoid effects of alcohol

Seadreamer Stonebeard AC:12(T:12/FF:10) CMD:16 HP:12/12 Saves-F:+4(+8) RE:+4(+8) WL:1(+5)
1st Ranger (Trudd) M Dwarf Defenses: Poison +2 (Steel Soul)

vs

Dire Rats (x6) AC:14(T:14/FF:11)CMD:12(16 vs Trip) HP:9/9,9/9,9/9,9/9,9/9,9/9 Saves-FO:FO:+3,RE:+5,WL:+1
Small Animal 1HD

Initiative:

Scrimshaw: 1d20 + 3 ⇒ (2) + 3 = 5
Seadreamer: 1d20 + 2 ⇒ (15) + 2 = 17
Ming: 1d20 + 4 ⇒ (16) + 4 = 20
rats: 1d20 + 3 ⇒ (19) + 3 = 22


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Tell them to grab me one of my axes!!

Seadreamer yells from down in the bilge.

He quickly looks around for something that can be used as a weapon.
perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Automaton Wizard ( War Mage ) 12 HP 141/141| Initiative Occultism (M)+25 AC(E) 32, Fort(E) +20, Ref(E) +17, Will(E) +19 | Perception(E) +19 | Speed 40ft | Conditions:

Considering Abel was kinda running about the Ship, as per his Duties (well; prior to his cramping); are the odds good that he would be close?


perception check result: 1d8 ⇒ 1

where are Abel and Brunhild: 1d8 ⇒ 81d8 ⇒ 3

Seadreamer looks around and sees a suit of Leather armor draped over a crate, and a heavy mace sticking out of the floating crate.

Scrimshaw turns and heads for the stairs and as he reaches it Abel is just coming down to take a message to Patch from Mister Plugg its a simple message that was simply one word. Start

Scrimshaw says quickly as he passes Abel Patch says go help Seadreamer. Bilge. Giant Rats as he sprinted up the stairs almost running into Master Scourge as he went, He spies Ellie and says Patch wants you down stairs to help Seadreamer against some Giant Rats in the bilge. said to stop at Quartermaster for a weapon...Get Destinie

Then he goes up the Ladder to the top deck where he spies Lily and repeats the message. He glances back and forth between Brunhild on the forecastle and Terry in the crows nest.....and pauses for a second.

The Rats rushed the two in the bilge water. 3 trying to bite Ming and 3 trying to bite Seadreamer. Ming managed to avoid the fangs, however Seadreamer got bit 1x on the left knee.

attacks vs Ming AC14: 1d20 + 1 ⇒ (10) + 1 = 111d4 ⇒ 11d20 + 1 ⇒ (8) + 1 = 91d4 ⇒ 41d20 + 1 ⇒ (11) + 1 = 121d4 ⇒ 3
attacks vs Seadreamer AC12: 1d20 + 1 ⇒ (7) + 1 = 81d4 ⇒ 11d20 + 1 ⇒ (13) + 1 = 141d4 ⇒ 21d20 + 1 ⇒ (6) + 1 = 71d4 ⇒ 1

Ming slashed out with her Dagger, but barely managed to avoid dropping the dagger into the bilge water.

attack vs Rat3 AC14: 1d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 1

DM's eyes only:
save vs filth fever for =Seadreamer DC11: 1d20 + 4 ⇒ (7) + 4 = 11

[spoiler=DM's Eyes Only2]onset filth fever: 1d3 ⇒ 2

Initiative Tracker Bold May Go
22-Dire Rats (x6)
20-Ming
17-Seadreamer
16-Abel
14-Lily
12-Ellie

5-Scrimshaw

Combat Rd1:

Abel of Rahadoum ! AC:12(T:12/FF:10)CMD:11 HP:09/09 Saves-FO:+2 RE:+2 WL:+2
1st Wizard (Poleiheira Adherent) M Human (Garundi) Defenses:

Ellie Dewblossom!! AC:12(T:12/FF:10)CMD:15 HP:10/10 Saves-FO:+3 RE:+2 WL:+5
1st Cleric (Theologian) F Half-Elf (Half Ulfen) Defenses: Immune to sleep, +2 on saves vs enchantment spells/effects

Lily Tuvol! AC:13(T:13/FF:10)CMD:17(18 vs grapple) HP:12/12 Saves-FO:+3 RE:+3 WL:-3(-1 vs fear)
Bloodrager 1 (Crossblooded:Infernal/Destined) F Half-Orc (Half-Chelaxian) Defenses:

Madame Ming AC:14(T:14/FF:10)CMD:14 HP:11/11 Saves-FO:+2 RE:+6 WL:+1
1st Rogue (Unchained-Sylvan Trickster/Tidal Trickster) F Kitsune Defenses:+2 vs. poison or drugs/+4 to avoid effects of alcohol

Seadreamer Stonebeard AC:12(T:12/FF:10) CMD:16 HP:10/12 Saves-F:+4(+8) RE:+4(+8) WL:1(+5)
1st Ranger (Trudd) M Dwarf Defenses: Poison +2 (Steel Soul)

vs

Dire Rats (x6) AC:14(T:14/FF:11)CMD:12(16 vs Trip) HP:9/9,9/9,9/9,9/9,9/9,9/9 Saves-FO:FO:+3,RE:+5,WL:+1
Small Animal 1HD

Initiative:

Abel: 1d20 + 6 ⇒ (14) + 6 = 20
Ellie: 1d20 + 4 ⇒ (7) + 4 = 11
Lily: 1d20 + 3 ⇒ (16) + 3 = 19

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