
GMMichael |

during the day, Brunhild manages to keep her head low and do her job with the ease..
Destinie butchered the pig and prepared the meal with skill. She told Grok of her success while Fishguts lay atop some bags of flour snoring. Grok smiled and praised her work.
Terry and Maheem chatted while Maheem repaired lines near the crows nest
Maheem was friendly and turned out to have a wry sense of humor.
Seadreamer performed his runner duties easily learning more of the lay of the ship.
Abel excelled at repairing things.
Grok answered Ellie saying, Got a fews of em. Im sure yur meaning Rosies Violin. Im feelin sad at yur friend was done that way. She didnt deserve that beatin she received. Its just the way of things under the Captain. I dont know how much its worth. The Captain just takes everything and lets us figur it out. I tells you what. Here take it. Mayhap itll bring som joy an you owe me a solid.
Ming creeps around catching roaches and beetles with the best of them.
then soon the day is done and the bell is rang...The Bloody hour comes and goes with noone being punished. A rarity. The dinner is excellent
And the group breaks up to go about their business for the night.
choose an evening action
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)

Destinie Nicholae |

Death aside, Destinie was in a good mood today. Her wound has fully healed and things are finally beginning to click for her as a cook. She served the meal with a flow that is unusual of her, not before helping Kroop to his bed.
Fort save, drink: 1d20 ⇒ 18
Charisma bonus: 1d4 ⇒ 1
The drink felt a bit weak this time around. With that said, she was still happy to brag about her cooking prowess, moving towards Ratline for a chat.[/dice]
Influence Ratline, Enhanced Diplomacy: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
I really need to save those high rolls with the more hostile people. Lol.

Brunhild Liefdottir |

Rum: 1d20 + 3 ⇒ (13) + 3 = 16
Cha: 1d4 ⇒ 1
Diplomacy Tibbs: 1d20 + 5 ⇒ (16) + 5 = 21
Feeling the effect of the Rum, Brunhild actually decided to be social. In this she found herself talking to Tibbs, wanting to hear stories of life anywhere but this ship. That, and she wanted to get her mind off of the dwarf, Tate. She found herself fantasizing about flogging the dwarf to death with his own beard, and realized that if she didn’t find a distraction she was likely going to confront him…and that wouldn’t end well for anyone. So she found Stubbs, eager to learn about the gnome. In this, Brunhild proved to be a good listener.

Ellie Dewblossom |

Hardly believing her good fortune, Ellie takes the violin with as much gratitude as she thinks Grok will appreciate. ”You name it, I’ll do it.” She heads below to stash the thing by her bunk before returning to her work, hoping she never comes to regret those words.
* * * * *
Fort: 1d20 + 3 ⇒ (10) + 3 = 13
Cha: 1d4 ⇒ 3
That evening, after their meal and round of drinks, Ellie presents the violin to Rosie. ”I’m sorry this was taken from you. I hear you’re pretty good with it.”
Diplomacy: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12

Abel of Rahadoum |

Abel cheerily gulps his portion of rum.
Fort: 1d20 + 2 ⇒ (18) + 2 = 20
Cha bonus: 1d4 ⇒ 2
The Wizard smiles as the warmth spreads. He decides to go chat up some sailors on his way to Seadreamer's secret meeting.
Abel decides to chat to his fellow Swab--Rosie Cusswell!
Diplomacy (Int): 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
So, how ye doin'?
The Rahadoumi grins.

Terry of Quent |

Cha Bonus: 1d4 ⇒ 1
Fatigued: 1d8 ⇒ 2 duration in hours begins after Cha bonus wears off
Con Damage: 1d3 ⇒ 2
Before the meeting, Terry will try to talk up Conchobar, hoping that despite the gnome's apparent dislike of the newest group, his status as almost as new might help find common ground.
Diplomacy w/ Cha Bonus: 1d20 + 9 + 0 ⇒ (10) + 9 + 0 = 19 Frownie face
"Hey, Conchobar? You seem to know what your doing in the rigging. That get you any reassurances about surviving this trip, yet? point is kinda near and dear to my own heart, you might say."

Madame Ming |

Fort Save: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
Cha Bonus: 1d4 ⇒ 1
Ming watches what's going on, taking big sips from her grog cup.
Seein everybody flirting and doin well except Ellie, she marches up to her and Rosie slightly swaying, puts a hand on Ellies shoulder, pointing the grog up at Rosie.
How you doin? she blurts out, watching Rosie up and down.
Diplomacy: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
And then let's out a loud burp, right into her face.
Ups...ah that burns.

GMMichael |

The group listens to Rosie play after she gets her fiddle from Ellie, and when Ellie gives it to her she gasps and hugs her. Thanking her profusely. It ends up being a good night with everyone enjoying the song and merriment.
You know youve won over Rosie now, Conch growls though and walks away. Tibbs however actually smiles at Brunhild and says I know ye been in de depths for a bit. Cheer up. Take it out on de first raid we do. Once we be comin together as a crew The Cap'n be plannin one. He punches her in the shoulder amiably and grins.
Ratline is eager to chat with Destinie and seems interested in how she speaks in tongues. Hes pretty friendly at the end of the evening.

Destinie Nicholae |

Huh. Who knew Rosie could play the violin so well? Storm aside, it felt like the happiest she's been in a while, and her smile through most of the night reflected that. Well... not for everyone it seems. She leaned over to talk to Ratline.
"What's going on there with the gnome?" she asked him.

Abel of Rahadoum |

Abel sits on a barrel. He watches Rosie with her violin. He looks on in wonder as she plays it.
Well, that was long in coming. A nice moment.
He listens appreciatively until she ends her performance.
Well played, Rosie! Thank you.

Terry of Quent |

Terry stops what he was doing as the fiddlin' starts. He starts clapping along in time, smiling and nodding along. "Very nice. A good ending to a poor day."
No, no night-time shenanigans.

Brunhild Liefdottir |

Brunhild forced a smile. ”So does this mean that the ever looming specter of violence and death lessens once we prove ourselves in battle? And if we get paid, at what point are we trusted enough to actually make use of such pay? Being a crew member and a slave are two different things.”

GMMichael |

Fibbs grinned. Naw. That evr loomin spectre always be dere. But yeah. oncet youve done provin yurself ye can use yur gains at the quartermasters .
another night goes by. and then morning comes...with another day of labor, the group falls into the groove of the pirate day. The next morning finds them awoke to the same bell and all can tell a doozey a storm is coming..and the cry goes out...
All Hands On Deck!
I moved it through the 7th day because theres just more of the same. the following rolls can be made for day 7. Seadreamer and Brunhild a roll in the bilge. Terry, Abel, and Ellie a diplomacy roll. Ming a d20+5 roll. Ill let you know what its for after. Destinie can retrieve an item from the quartermaster.
Day 8 tasks- "The Storm" -18 hours of work- Con Check DC14 or fatigued the next day
Rigging Repair DC12 Climb and DC12 sailor or dex check for success
---Stitchman---
Destinie
Narwhal
Ratline
Ming
Ellie
Line Work DC12 Sailor or Dex check for success.
---Peppery---
Terry
Sandara
Badger
Tilly
Rosie
Upper Rigging Work DC12 Climb and DC12 Sailor of Dex check for success.
---Patch---
Conch
Scrimshaw
Giffer
Seadreamer
Brunhild
Rope Work
---Scourge---
Owlbear
Fipps
Aretta
Lookout
---Kipper---
Syl
Shivikah
Mainsail Duties DC12 Sailor or DC12 Strength for success.
---Riaris---
Maheem
Barefoot
Jape
Cog
Abel
Owlbear: 1d6 ⇒ 4
Destinie: 1d6 ⇒ 1
Narwhal: 1d6 ⇒ 1
Syl: 1d6 ⇒ 5
Maheem: 1d6 ⇒ 6
Ratline: 1d6 ⇒ 1
Barefoot: 1d6 ⇒ 6
Conch: 1d6 ⇒ 3
Terry: 1d6 ⇒ 2
Sandara: 1d6 ⇒ 2
Jape: 1d6 ⇒ 6
Fipps: 1d6 ⇒ 4
Aretta: 1d6 ⇒ 4
Shivikah: 1d6 ⇒ 5
Badger: 1d6 ⇒ 2
Tilly: 1d6 ⇒ 2
Scrimshaw: 1d6 ⇒ 3
Giffer: 1d6 ⇒ 3
Cog: 1d6 ⇒ 6
Rosie: 1d6 ⇒ 2
Ming: 1d6 ⇒ 1
Abel: 1d6 ⇒ 6
Seadreamer: 1d6 ⇒ 3
Brunhild: 1d6 ⇒ 3
Ellie: 1d6 ⇒ 1

Terry of Quent |

Fair enough.
Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
Profession (Sailor) DC12: 1d20 + 6 ⇒ (10) + 6 = 16
Con DC14: 1d20 + 1 ⇒ (10) + 1 = 11
Having some knowledge of what a storm like this can do to a ship, and the crew, Terry keeps his head in the game of survival and works diligently to save the sails and ship as best he can. He exhausts himself in that effort, but being alive to feel the pain is worth it.

Seadreamer Stonebeard |

Works for me.
Bilges (STR): 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15 DC 12
Bilges (Con): 1d20 + 2 ⇒ (10) + 2 = 12 DC 10
As there is not much that he can do in the bilges, Seadreamer sets to working hard and diligently.
Day 8 Upper Rigging
With the storm bearing down on them, Seadreamer sets to on his duties taking the time to do things right.
Climb: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10 DC 12
Sailor: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 DC 12
He still gets knocked around, and knocked loose of the ratlines due to the conditions, but he still continues to work on the lines.
Saltbeard - gives me a +2 on Prof sailor. Hurricane Savvy - Reduces wind affects on me, if either of those will make a difference

Abel of Rahadoum |

Abel wakes each morning ready to fulfill his daily duties. He cast his usual daily buff Fastidiousness. The wizard looks forward to his next lesson from the Ship's Wizard...
Diplomacy (Int): 1d20 + 8 ⇒ (4) + 8 = 12
Once the storm began to be a threat, the wizard turns to watch all the action on board. He attempts to do his new duty, although, he isn't that confident.
Str DC 12: 1d20 - 1 ⇒ (7) - 1 = 6
And how did I get picked for this?

Brunhild Liefdottir |

Day 7 Bilges
Bilges (STR) DC12: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Bilges (Con) DC 10: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Brunhild worked hard, but it was with a crushed spirit. What was the point of buying from the quartermaster? regardless of pay, they were still enslaved. She spent the day dreaming of ways to enact vengeance against the dwarf who betrayed her and caused her to come here. She dreamed of ways to escape. To kill the captain...and through it all she had but one idea. She needed to be trusted. She needed some way for the officers to see her as being reliable and loyal, so that when the time came she could either escape or enact bloody retribution. This meant not taking the first opportunity that came up, but rather to bide her time. She just needed an opportunity to prove herself first...unfortunately, all of this thinking meant that she did quite a poor job.
Day 8 Upper Rigging
With the last day spent deep in thought, Brunhild approached the next day fresh and with resolve. She went to her work with gusto, working as diligently as possible. She knew that the time would eventually come. She just had to be patient. In the end, she would be free, one way or another. There was just no point moping about it, or rushing things...
Climb: 1d20 + 7 ⇒ (18) + 7 = 25
Sailor: 1d20 + 10 ⇒ (12) + 10 = 22

Ellie Dewblossom |

Day 7:
Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10
Inspired trait reroll: 1d20 + 1 ⇒ (11) + 1 = 12
Day 8:
Climb: 1d20 + 3 ⇒ (14) + 3 = 17
Inspired trait reroll: 1d20 + 3 ⇒ (14) + 3 = 17
Profession (sailor): 1d20 + 7 ⇒ (1) + 7 = 8
Con check: 1d20 + 1 ⇒ (2) + 1 = 3
Ouch.
This certainly isn't the first storm Ellie has sailed through, but it's perhaps her first time trying to do it alongside people who hate her. She isn't able to perform her tasks, and the lack of sleep wears on her like a weight.

Destinie Nicholae |

And then the storm brought things back to reality. And it looked like she was needed on deck as well. The heights were daunting, but she was willing to help out.
Climb 10: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17
Profession (sailor) DC 12: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
Con Save: 1d20 + 1 ⇒ (18) + 1 = 19
It may not have been something she was used to, but she worked like a woman possessed, unfazed by the height and intricacies of the rope work. She was a fast learner and performed well under the Stichman's orders. She didn't even feel tired from it all.
Des will get Seadreamer's Scale Mail

GMMichael |

Ming's roll DC18: 1d20 + 5 ⇒ (4) + 5 = 9
Brunilds perception: 1d20 + 8 ⇒ (14) + 8 = 22and what did she find: 1d8 ⇒ 6
Mings rolls for storm and job
climb and sailor DC12: 1d20 + 6 ⇒ (12) + 6 = 181d20 + 6 ⇒ (4) + 6 = 10
con checkDC14: 1d20 + 1 ⇒ (8) + 1 = 9
The day before the storm Brunhild and Seadreamer worked in the bilge and Seadreamer stumbled on a pouch with 21 gold in it, pocketing it quickly and Brunhild found a Tanglefoot Bag. ahd did the same.
Destinie later that evening gave Seadreamer his suite of Scalemail she had talked Cut-Throat into giving up.
Most of the others had tried to talk to a couple of the crew and only Terry had any success in swaying them to be allies. Ratline became a friend of the group through Terry's discussion.
The following day The Wormwood is buffeted by heavy winds and tossed about on the high seas. The call goes out. All Hand on Deck! as the jobs are given out.
In the lower Rigging Destinie, Ming, and Ellie find themselves stitching together the ropes and lines as they fray and snap under the direct supervision of The Stitchman. All three managed to keep from injuring themselves in the rigging, but neither Ming nor Ellie pulled their weight, additionally Ellie and Ming finds themselves worn out, where Destinie is invigorated.
Terry is placed under the Mistress of Sails on the forecastle for linework keeping the sails from tearing and keeping the ship afloat.
He does an exemplary job, but finds his reserves severely depleted from the effort.
Seadreamer and Brunhild are sent to climb to the upper rigging some 30 feet in the air under the watchful eye of Patch. Seadreamer has a hard day of climbing and obtains several injuries during the storm. Rope burns on his hands and arms as well as several pulled muscles lethal damage: 2d4 ⇒ (3, 3) = 6 non-lethal damage: 2d6 ⇒ (3, 3) = 6 though Brunhild did very well and both performed their job satisfactorily. By the end of the storm, Brunhild finds herself fatigued, though Seadreamer seems to still be ok.
Con Check DC14 Seadreamer,Brunhild: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 3 ⇒ (13) + 3 = 16
Abel spends the storm pulling the lines for the mainsail on the Master Gunner who proves to be headstrong and unruly. A harsh taskmaster. Abel proves himself to be useless pulling the heavy ropes during the storm, but manages to avoid being fatigued at least by the end of the storm
Abels con check DC14: 1d20 + 2 ⇒ (14) + 2 = 16
As the horizon lightens during the end of the storm, suddenly theres a scream from the upper rigging, and both Seadreamer and Brunhild see Scrimshaw, who is barely holding onto the ropes, his face showing severe fatigue, lets loose of the ropes and plummets into the waves.
Give me an action for each before he hits the waves then Ill roll initiative
Fatigued Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
1.Ellie
2.Ming
3.Terry
4.Brunhild
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:
Brunhild Liefdottir! AC:12(T:12/FF:10)CMD:16 HP: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: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
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:6/12 NL-6/12 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

Abel of Rahadoum |

Looking up from dragging yet another wet, soaked, heavy coiled rope pile, Abel watches in horror Scrimshaw, who is barely holding onto the ropes, his face showing severe fatigue, lets loose of the ropes and plummets into the waves!
That's not good!
Initiative: 1d20 + 6 ⇒ (4) + 6 = 10

Brunhild Liefdottir |

”Fook!” Brunhild cursed. ”Get me a rope!” She yelled, as she looked for one. ”Gonna tie it around me waist and jump in. Pull us back out, aye?” She gave Seadreamer a look that said ‘I trust you, don’t let go.’
Whatever roll is needed for the above: 1d20 ⇒ 18

Terry of Quent |

"Man overboard!" Terry doesn't hesitate, grabbing a ready coil of rope, dropping the end and stepping on it, and then throwing the coil in Scrimshaw's direction.
Might not be a single action, but two or more, but, you have the idea.
Init w/ Fatigue: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16

Destinie Nicholae |

It truly was invigorating. She was even laughing a bit at the spectacle. "Guys! I think Besmara's smiling upon us t..."
That all stopped when she heard shouting about someone going overboard. She rushed towards the others whenever she had the chance before preparing a spell.
Initiative: 1d20 - 1 ⇒ (2) - 1 = 1
Destinie will cast Bless on everyone whenever she gets the chance to do so.

Ellie Dewblossom |

At first, Ellie barely looks over her shoulder. "Then pull him the hell ba--" Ellie stops mid-yell when she hears someone say his name. Scrimshaw?! She drops the ropes she was desperately trying to hold in place and rushes to the side of the ship.
Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Seadreamer Stonebeard |

Sliding down the lines to the deck, Seadreamer anchors the rope for Brunhild.
He looks at the closest swabs and without thinking snaps an order to them.
Get over here and help me with this line. We will need to pull her out as soon as she has him.
In case we cannot hold her, this will be needed.
He then takes one more moment and ties a quick figure 8 knot off on a marlinspike.

GMMichael |

Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
1.Ellie
2.Ming
3.Terry
Ming had clung to the ropes in the netting of sails and watched as Scrimshae plummeted down, trying to spur her fatigued muscles to move.
Seadreamer looked and glanced at Brunhild who was springing to action looking back and grabbing a rope handing it towards him. He grabbed it and slid down the rope to the deck, landing at the rail.
Terry yelled "Man overboard!" which was almost lost in the noise of the wind, but crew members spun their heads around. He reached down and grabbed a coil of rope and began to twirl an end over his head.
hit touch armor class range increment 10' He's 20' away right now counting down You may use the roll in the previous post
Brunhild grabbed a rope from the crows nest that was hanging down and handed it to Seadreamr who dropped to the deck quickly. SHe tied the other end off around her waist hanging up their in the upper sails area.
Abel is stnading near the ships rail when he watches scrimshaw hit the water and starts trying to swim for dear life. Ellie and Seadreamer both land on the deck nearby.
Destinie glanced at Ming and slowly slid down to deck some 15' feet away.. and paused with the rolling deck under her feet.
Ming also slid down a line to land on the deck and stood their tiredly hanging onto the line looking at the edge of the ship.
Scrimshaw Hit the water hard and it almost knocked the wind out of him. He tried to swim in the heaving waves to stay near the ship. Try as he may he moved 5' away from the ship, though he didnt go under.
damage from fall: 2d6 ⇒ (2, 6) = 8
Swim Check DC20: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Tracker Bold May Go
19-Ming
18-Scrimshaw
16-Seadreamer
16-Terry
14-Brunhild
13-Ellie
10-Abel
1-Destinie
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:
Brunhild Liefdottir! AC:12(T:12/FF:10)CMD:16 HP: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: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
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:6/12 NL-6/12 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
Jack 'Scrimshaw' (Swab) AC:13(T:13/FF:10) CMD:14 HP:6/6 Saves-FO:+0 RE:+3 WL: -1
1st Commoner M Human (Taldan) Defenses: na
+3 Init -1 Perception Helpful
scrimshaw: 1d20 + 3 ⇒ (12) + 3 = 15
Brunhild: 1d20 + 2 ⇒ (14) + 2 = 16
Seadreamer: 1d20 + 2 ⇒ (17) + 2 = 19
Ming: 1d20 + 4 ⇒ (10) + 4 = 14

Brunhild Liefdottir |

Whatever roll is necessary: 1d20 ⇒ 17
With the rope tied around her, and her comrades holding the other end, Brunhild leapt into the water before she could rethink how crazy the decision was…all she had to do was get to Scrimshaw so that both of them could be pulled back up.

Terry of Quent |

Terry lets the rope fly, while standing on the tail, trying to give Scrimshaw something to hold onto . . ..
Ranged Touch w/ Fatigue: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
If he misses, or Scrimshaw simply fails to grab the rope, Terry will begin pulling it back in as quickly as he can, coiling it over his arm as he does.
If he gets it placed right, and Scrimshaw grabs it . . .. "Hoi! He's got this rope. Gimme a hand helping him back!"

Abel of Rahadoum |

Abel makes his way next to Terry.
I have a spell that would allow you to breath underwater, but it will only last 1 minute?

Destinie Nicholae |

"You can give it to Brunhild..." Who had just jumped into the water below. Shit.
"...if you can do it without touching her." At least she can do a spell without needing to do so herself. Destinie moved to the edge of the ship in the hopes of hitting everyone nearby with a spell of her own. With a small prayer, her eyes went white as a burst of energy compelled those nearby to perform better.
Casting Bless in the hopes that everyone can get a piece of it (including Brunhild and Scrimshaw).

Terry of Quent |

"Just missed the best target. I guess if we need to send someone else in, it will help. Let's see where we are, first."

Seadreamer Stonebeard |

Seadreamer anchors the line that is wrapped around Brunhild to a nearby marlinspike with a quick figure 8 knot.
You two, get over here, and get ready to heave with me as soon as I get the word.