GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 2, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map


251 to 300 of 2,957 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest's face is relatively neutral as Veronica explains, her eyes distant. She doesn't respond for a moment, though the wild movement of her hair betrays her inner conflict.

"So, she's already dead, then."

She shakes her head, almost sadly, still staring off into the distance, "Part of me had hoped I'd be able to take her down myself, but I knew that was unlikely. Human lifespans are so short..." She trails off, then snaps her gaze back to Veronica and states flatly, "Your grandmother killed me."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica relaxes a bit as she sees Tempest's pensive and distant expression instead of the thunderous fury that she had moments ago when she spotted her blade. She's a bit startled as Tempest snaps her gaze back to her. She gives a small, ponderous nod at her statement, but is silent for a moment, not really knowing how best to reply.

"It's true then, your story from a few nights back. I... don't really know what to say. I can't speak for my grandmother, to apologize for or justify her actions."


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest shakes her head, "Don't. It's the natural order. The weak fall to the strong. I'm not about to apologize for the hundreds of sailors I slew during my reign."

She sighs, her posture softening a bit, "So long as you don't intend to repeat her exploit, then I carry no animosity for you." She smirks, slightly, "If your grandmother were still alive, and your death might bring her distress, I might consider killing you. But even then, it would not be out of malice towards you. Just collateral. No sense in dwelling on hypotheticals, though. There are better uses of my energy. Of our energy."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

As Tempest's posture softens, so does Veronica's.

"Don't worry, I'm not thinking about repeating that particular feat. Not unless you give me a reason. But as you said, there's no use in wasting our focus on hypotheticals."

Veronica smiles back at Tempest "Especially when we seem to be quite like-minded actually, at least when it comes to most things regarding our current situation - both in our views and approach." She grins as she casually gestures towards most of Scourge's gang. "It'd be a shame not to continue helping each other out."


---=== Veronica ===---

Aretta seems in a foul mood, likely on account of the weather. She shoots Veronica a vile glare, "So, you're the one who's been getting into their heads? Fine, I know better than to fight the tides. If it puts me in the majority, then you can count on me for help when you need it."

Aretta Bansion's attitude increased to Friendly.

Unable to gain any information on Fipps.

---=== Tempest ===---

The crew is generally more subdued than usual, and Tempest's words fail to rouse them after a day of getting rained on. Fipps does, reluctantly, take her bait, though.

---=== Ellie ===---

Fipps sits down across from Ellie and sneers at her. He extends his chubby arm to start the contest...

Fipps Strength: 1d20 + 1 ⇒ (17) + 1 = 18

...and quickly overpowers her, slamming her hand into the broken glass.

Damage: 1d2 + 1 ⇒ (1) + 1 = 2

Without a word, he stands and goes back to his corner with his winnings and rum.

---=== Brother MacLaren ===---

Jack shrugs, "I dunno. Haven't been on the ship during a storm, yet. Depends on Cap'n. Other ships, if extra men are needed on the sails, they send swabs up there."

---=== Melli ===---

Rosie shrugs, "Dunno much about the f***er. Him and his group don't deign to talk to the rest of us much. They keep close knit, though that's been changing."

No information gained.


---=== Day 7 ===---

Overnight, the storm worsens, the gusts of wind that accompanied the rain before now growing in force, frequency, and duration such as to cause noticeable deviations in the ship's cant. The ocean itself begins to churn, only adding to the effect. The crew awakens, and grumbles can be heard early about the weather and the need to work through it.

---=== Tempest ===---

Tempest awakens in a sweat, her body burning up. Sandara rushes to her side, looking her over, "Yeah, it's Filth Fever. Let me see what I can do." She does her best to treat the sylph with what she has on hand.

Sandara Heal: 1d20 + 6 ⇒ (15) + 6 = 21 Tempest gets a +4 on her Fort Save

Please make a Fort save, with the +4 bonus. DC is 12.
Success: No damage
Failure: Con Damage: 1d3 ⇒ 1 Dex Damage: 1d3 ⇒ 2

---=== Work Assignments ===---

Plugg is once more on hand, though seems more concerned with the weather than with job assignments. He leaves those to Scourge.

Daily Tasks:
Veronica: 1d6 ⇒ 6 Mainsail Duties

Veronica:
All rigger tasks suffer a -2 penalty due to the weather.

MacLaren: 1d6 ⇒ 2 Cooking
Kroop: 1d2 ⇒ 2 Kroop is drunk.

Beryl: 1d6 ⇒ 5 Runner
Ellie: 1d6 ⇒ 6 Repairs
Melli: 1d6 ⇒ 3 Swab the Decks
Tempest: 1d6 ⇒ 5 Runner

Work checks and daytime actions, please and thank you.


M Human Cleric 5/Brk3 | HP 55/59 | AC 22 (T 14, FF 19, CMD 23) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 3/4 | Agile Feet 6/6 | Active: Heroism, Delay Poison, Outflank

Brother MacLaren hopes he won't be called to go up in the rigging if there is a storm, but they might need "all hands on deck" and Scourge doesn't like him anyway. So he will change his spell prep:
0: Create Water, Grasp, Stabilize
1: Bless, Lucky Number, Longstrider (D)

He will cast Lucky Number on himself at the beginning of the day.

Lucky Number: 1d20 ⇒ 7

Then he will head to the galley to cook again.
Profession (Chef), tools, book: 1d20 + 6 + 2 + 1 ⇒ (16) + 6 + 2 + 1 = 25
A masterpiece! Everyone should be happy tonight. Or would be if not for the weather. It's the touch of Mwangi seasoning that really kicks it up a notch.

---=== Day Action ===---
Brother MacLaren will continue organizing the galley, in case there are any other useful items to be found in the clutter.
Technically that is the Sneak action, I guess.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Fort Save: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11 Crap.

Even with Sandara's help, Tempest's fever leaves her wracked. She has to drag herself out of her bunk to get up on deck for the daily work. Being assigned as runner, and getting the chance to fly through the rain once more, is enough to lift her spirits, if only a little. She gives it her all, and runs herself ragged by the end of the day.

Acrobatics w/ Work Diligently: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Constitution: 1d20 ⇒ 8


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

The storm worries me - Melli's always saying the ship is falling apart, and it seems it even has Plugg worried. Let's just hope we can get through it without a problem

Strength Check: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Constitution Check: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4

While Veronica's strength proves more than enough to handle the main sail during the storm, the day's work still leaves her physically exhausted at the end of the shift.

---=== Day Action: Influence: Fipps ===---

Even though she didn't manage to get any good info on Fipps the night before, Veronica still decides to go ahead with her talk with him. She asks Samms to make sure the rest of Fipps gang realise it's best to not get involved. She then looks around for Tempest, figuring she'd probably want to join in as well, but sees her still running around the ship on her assigned job and decides to go it alone.

As is becoming the norm, she applies what helpful magic she can, and approaches Fipps.

"You know Fipps, I'm having a hard time figuring you out. After Tempest talked to you after your little stunt, she told me you were sorry, said Scourge was the one who put you up to it, and that you'd leave us alone. But I've noticed the glares you've been giving us lately. Almost like you want to start a fight." Veronica throws Fipps a menacing grin as she cracks her knuckles. "If that's what it is, I'll be happy to oblige!"

"You'll be doing it alone, though. I'm sure you're aware by now that everyone in your little gang has decided that they're better off staying out of our way. Some even figured they'll be better off helping us. But none are willing to go along with Scourge anymore, so I don't think you can count on their help."

"I'll let you off today with just this talk. But you better ponder if being Scourge's sole remaining lapdog is really in your best interests."

Intimidate: 1d20 + 8 + 1 + 2 + 2 ⇒ (19) + 8 + 1 + 2 + 2 = 32

Veronica then heads back to Samms and the rest, hoping that the talk had the desired effect on Fipps. As she waits for the day's end, she tries to ask around the more friendly members of the crew for details about Badger Medlar - the older woman has kept her distance ever since they came on the ship, but she figures they should at least try to know her better.

Gather Information: 1d20 + 1 ⇒ (2) + 1 = 3


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Str: 1d20 + 1 + 4 ⇒ (7) + 1 + 4 = 12 Working diligently

Melli puts her back into scrubbing and tarring the deck, not quite ready to deal with Plugg and Scourge just yet. She's busy enough taking care of the deck that it's evening before she's finished, but the job is done, and done well enough.


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

—-=== Last Night ===—-

Ellie’s arm slams painfully onto the barrel, and she now understands why gambles seem few and far between on board. She also guesses she won’t earn anyone’s favor from doing so— Fipps and those still allied with him won’t be impressed by her loss, nor would she garner their sympathy. Not to mention the fact that she’s out two gold coins and gained a few days of extra pain until her arm heals.

—-=== Day Task ===—-

Ellie thanks Cayden for the relative break— repair work she can do without thinking. Then it dawns on her that she’ll be doing it in the rain. On her father’s ship she had always simply picked her assigned tasks, and when the weather was bad she stayed below deck; restacking cargo, fetching things for the cook, and so on. Here she has no such luxury, and it means she’s in for a wet and miserable day.

Profession (sailor): 1d20 + 10 ⇒ (16) + 10 = 26

—-=== Day Action ===—-

Influence: Cut-Throat Grok

However, the rain makes it surprisingly easy to unwind ropes for repair, and despite her wet misery the day’s work goes smoothly and quickly. She even has time to visit the quartermaster. ”Cut-Throat, I’m sorry if I haven’t had much chance to see you. Most of the Wormwood officers seem to think us new recruits are necessary vermin, so thanks for at least not ignoring us. Have you been on this ship long?”

Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16


---=== Brother MacLaren ===---

Among the butchering tools, MacLaren is able to find a masterwork dagger. It appears that Kroop was using it as a butcher's knife, unaware of the actual value of it.

---=== Tempest ===---

Sandara checks in with Tempest during the day, and lends a hand where needed, so that the sylph can finish the day without exhaustion.

As discussed in Discord, allowing an assist with the Con check.

---=== Veronica ===---

Fipps looks disgusted, but finally relents, "So that's what's been going on, is it? I'm not about to get in the middle of anything, or stand in your way. Consider us even."

Fipps Chumlett's attitude increaed to Indifferent.

Veronica is unable to gather any information on Badger.

---=== Ellie ===---

Grok, seemingly worried about the storm outside, is relieved to have a distraction in the form of conversation with Ellie. Grok reveals that she's been on the Wormwood for several years, earning her place as Quartermaster after catching the previous holder of the title skimming plunder form himself. In that time, she's also befriended Ambrose Kroop, who she pities as one of the rare few who has been dealt a worse hand than her.

Cut-Throat Grok's attitude increased to Helpful.


---=== Bloody Hour ===---

Despite the ill weather, or perhaps because Scourge doesn't want to be on deck anymore, there are no punishments for Bloody Hour tonight.

---=== Dinner ===---

Tonight, Samms Toppin helps MacLaren with dinner. The crew seems inordinantly grateful for the warm meal, especially those assigned to rigging duties. MacLaren recieves more "thank you's" than any other day this past week for his efforts.

---=== Night Actions ===---

Most of the riggers seem more interested in their hammocks by the end of the night than in doing any socializing or gambling. A pall of apprehension seems to have fallen over the crew, in part due to exhaustion, and in part due to the storm seeming to be growing stronger.

Riggers are available for Influence tonight, if you want, but the DC will be increased for any checks.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

---=== Work Day ===---

Tempest thanks Sandara profusely for looking after her. Without her help, Tempest would have been run ragged.

---=== Night Action: Influence Syl Lonegan ===---

After dinner, Tempest approaches the murderer and sits next to her. She smiles up at the deck above them, listening to the rain and thunder, "Seems like the storm's getting worse, huh? Not sure how bad it'll get, but right now seems like a good time to have Gozreh's chosen as an ally, doesn't it? I know we're on neutral terms right now, but just wanted to offer an olive branch, of sorts. I make a better friend than a foe, after all. Sleep on it, if you want, but consider it."

Intimidate: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22


M Human Cleric 5/Brk3 | HP 55/59 | AC 22 (T 14, FF 19, CMD 23) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 3/4 | Agile Feet 6/6 | Active: Heroism, Delay Poison, Outflank

Brother MacLaren is greatly relieved to have a day go by without Bloody Hour.

He serves the food, and will provide ale not only for himself and his companions, but for any of the crew who have finished their rum ration (whether they have watered it down or not is not his problem - he just doesn't want to be accused of interfering with the ration rule).

He'll even extend the offer to those who had previously been Hostile but are now Friendly or Indifferent. "Drink it or not. It's basically like water after drinking that rum, but it tastes better than either water or rum."

---=== Night Action ===---
He try to influence Badger Medlar. I wonder what brings her here?
He will first ask Sandara Quinn for help in talking to her. "Care to make an introduction and put in a good word?"

Then he'll approach the older half-elven woman. She is a swab, not a rigger, so hopefully doesn't have a DC increase.
"I haven't been here long, but it's clear that people take the 'Badger' name seriously and don't mess with you. Tempest seems to think she can scare everyone onto her side, but even she seems to know better than to try that with you.
Me, I'm happy to needle Scourge because he's useless and weak. But otherwise I make an effort to get along. If there comes a prize to seize, it would be good to know that we've got each other's backs in a fight."

Diplomacy, Aid: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica is relieved that there's no bloody hour for today.

It's a good thing there were no whippings today - we'll need everyone at their best tomorrow - the storm shows no signs of stopping any time soon, and it even seems to be getting worse.

---=== Night Action: Rest ===---

Like most of the othwr riggers, Veronica retires early tonight, hoping she can get enough rest to be completely recovered by the morning. But she does take a moment to praise MacLaren on today's meal.

"Today's dinner was pretty amazing, Mac. Thank you, it was a pretty rough day up here today, and a nice, tasty hot meal was just what we all needed!"


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

At some point before heading to bed, Tempest steps out on the main deck and focuses her senses on the wind and the sounds of the rain and thunder, connecting with the sky, inquiring silently for a glimpse of the day to come.

Using Weather Savvy: Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph’s prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Melli elects to head to bed as well, seeing as the storm has everyone else sleeping and no one's doing much of anything. Besides, she's not convinced that she's actually being heard over the storm, and over Tempest's scary words to Syl.

I'll go with a rest action.


---=== Tempest ===---

Syl, already looking worn down and shaky from a stormy day in the rigging, nods weakly at Tempest. She attempts a smile, but still seems out of sorts.

"Slippery" Syl Longegan's attitude increased to Helpful.

Weather Savvy:
Assuming the Wormwood maintains its current course, it will pass through the worst part of the storm in the next day. Strong winds will whip the sea into a frenzy. Nothing her former form wouldn't be able to handle, but she has seen the effects this kind of weather can have on a ship, and while it isn't likely to cause any damage, it's still going to be unpleasant for those onboard.

---=== Brother MacLaren ===---

Badger laughs dryly at the crack about her name, "Yer not wrong, there. Thing is, piratin' isn't an old person's gig. Most of us die young. So, when yeh get to be my age, people start to realize yer not one to be messed with. Don't bother me none, really. But I appreciate the effort. And the meals have been gettin' better. So if yeh need me, I'll be there."

Badger Medlar's attitude increased to Friendly.


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

---=== Night Action ===---

Ellie heads down to the crew deck after the evening meal, if only to get out of the rain and wind. After a day if being wet and tired, some extra sleep sounds like a good idea.

Don't really have any good options, so I'll just Rest.


---=== Day 8 ===---

Tempest:
Need another DC 12 Fort save, with the +4 from Sandara.
Failure means:
Dex Damage: 1d3 ⇒ 3
Con Damage: 1d3 ⇒ 1

Overnight, the storm seems to have gotten stronger, and although work assignments are handed out to the swabs and MacLaren, within a couple of hours, they are all called back up on deck. The storm has finally landed on the Wormwood in full force, and the ship is being tossed about. Plugg is visibly stressed as he shouts over the wind, "All hands are required in the rigging if we're gonna survive this!"

He hands out new assignments to everyone, assisting the riggers in keeping things stable.

Daily Tasks:
Beryl: 1d6 ⇒ 1 Rigging Repair
Ellie: 1d6 ⇒ 5 Lookout
MacLaren: 1d6 ⇒ 1 Rigging Repair
Melli: 1d6 ⇒ 3 Upper Rigging Work
Tempest: 1d6 ⇒ 4 Rope Work
Veronica: 1d6 ⇒ 4 Rope Work

All DCs are increased by +2.

Plugg doesn't brook any discussion, impatiently shouting, "Now get moving!"

Daytime actions are available, though some may not be the best idea...


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Fort Save: 1d20 + 1 + 4 ⇒ (13) + 1 + 4 = 18

"Thanks, Sandy. I think I'm starting to feel a little better..."

Tempest emerges on deck with a smile on her face, soaking in the stormy air. She allows her smile to settle into a satisfied grin at the state of Plugg. Anything that gets under his skin is a boon in my book.

Profession (Sailor): 1d20 + 6 ⇒ (8) + 6 = 14

She takes her place on the ropes, thankful that she wasn't assigned anything that requires climbing. The task isn't anything difficult for her, allowing her a chance to try to work on Jaundiced Jape. She makes a show of how the weather isn't affecting her, or even making her feel empowered. She makes occasional boasts about feeling better than she has all voyage, etc. At some point, she makes her move, "Look at Plugg. He can't even keep himself sane in this storm, and he thinks he can fool us into thinking he can lead us to prosperity? He cracks under the slightest pressure. Meanwhile, this is only making me stronger. Who'd you rather have at your back when things get tough?"

Intimidate: 1d20 + 8 ⇒ (16) + 8 = 24


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

On hearing that she's going to be climbing up the rigging, in a storm, Melli slips away quickly to ditch her armor at her hammock. She's not about to make the climb up harder than it has to be, after all.

Climb: 1d20 + 5 ⇒ (16) + 5 = 21 (These are DC 12 because of the +2 to all checks)
Climb: 1d20 + 5 ⇒ (6) + 5 = 11
Climb: 1d20 + 5 ⇒ (10) + 5 = 15
Climb: 1d20 + 5 ⇒ (6) + 5 = 11
Climb: 1d20 + 5 ⇒ (5) + 5 = 10
Climb: 1d20 + 5 ⇒ (8) + 5 = 13
Climb: 1d20 + 5 ⇒ (10) + 5 = 15
Climb: 1d20 + 5 ⇒ (19) + 5 = 24

Dex: 1d20 + 4 ⇒ (11) + 4 = 15

Up in the rigging, she does fine. In fact, she's more suited for this than for any of the heavy lifting jobs down below. As she hangs from a rope, toes on the spar, she shouts with Tam "Narwhal" Tate to be heard over the howling wind. "LISTEN, TATE! I KNOW YOU'RE GOOD FRIENDS WITH - " She has to swing away to re-align a line that's blown free. " - WITH SCOURGE! AND THAT'S ALL WELL AND GOOD, BUT THERE'S SOMETHING TO BE SAID FOR GREENER PASTURES AND SMOOTHER SEAS! YOU HAVE TO LOOK OUT FOR YOURSELF, AND SOMETIMES - " While they wrestle a rope back into the grommet it tore out of, she stops, then continues. " - SOMETIMES THAT MEANS UNDERSTANDING WHICH SIDE'S GOT THE WIND AT ITS BACK! I'M FEELING LIKE IT'S NOT PLUGG, AND IT'S NOT SCOURGE! THINK IT OVER, BIG GUY! TAKE YOUR TIME!"

Diplomacy (influence Tate): 1d20 + 3 ⇒ (19) + 3 = 22


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica frowns at her assigned work.

I figured I'd be picked for something with climbing, given the harshness of the weather and the danger involved, instead of leaving those to other crewmates. But i'm not going to add to the chaos already happening by questioning the work assignments. If I get his done early I'll go help where I can.

Profession(Sailor): 1d20 + 2 + 2 + 4 ⇒ (2) + 2 + 2 + 4 = 10 So, that's working diligently and with NPC help - still can't make it :(.

Maybe it's the violence of the storm, or maybe it's still the fatigue from the previous day. But Veronica just can't seem to focus and accomplish her assigned task successfully, dropping several bundles of rope as she's carrying them for storage, or having them get loose shortly after supposedly securing them.

She stubbornly keeps at her task until the shift's end, but as her failures continue to mount, so does her frustration, which ends up contributing to further mistakes. Even with some very needed help from Samms at the end of the day, she still doesn't manage to complete all her work in time.

As the day comes to an end and everyone starts to come together, she seeks out Tempest, her frustration evident in her face and tone of voice.

"If there's any way you can use your powers to put a stop to this storm, please do. I don't think I can handle another day like today."


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest frowns at Veronica's request, and takes a moment to get in tune with the storm, to forsee how the coming day will go...

Using Weather Savvy.


---=== Tempest ===---

Jape nods in agreement, and gives the sylph a pat on the back in recognition. From the set of his jaw as he does so, Tempest at least has the idea that he's on board.

Jaundiced Jape's attitude increased to Helpful.

---=== Melli ===---

Tam seens just as irritable as ever, even moreso from having to work through the storm. He shakes his head at Melli, but when he responds, it's in the affirmative, "AYE! I THINK I'VE BEEN SEEIN' IT TOO! SCOURGE HAS DONE 'IMSELF INTO A CORNER, AN' I CAN'T CODDLE 'IM ANYMORE!"

Tam "Narwhal" Tate's attitude increased to Helpful.

---=== Veronica and Tempest ===---

There will be a post for the end of the work day, but I'll give you this, for now.

Weather Savvy:
The ship is just past the worst of the storm, by the end of the normal working day. It will continue through the night and, by morning, will start to wane.


M Human Cleric 5/Brk3 | HP 55/59 | AC 22 (T 14, FF 19, CMD 23) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 3/4 | Agile Feet 6/6 | Active: Heroism, Delay Poison, Outflank

Brother MacLaren looks up at the rigging he is expected to climb in the middle of a storm. I'm going to die he thinks with resignation.

Still, if the ship isn't saved, then everyone is going to die. He sets to his task.

Climb DC 12: 1d20 + 3 ⇒ (9) + 3 = 12 10 ft up
Climb DC 12: 1d20 + 3 ⇒ (12) + 3 = 15 20 ft up
Climb DC 12: 1d20 + 3 ⇒ (7) + 3 = 10 No change
The cleric almost slips, but finds his footing.

Climb DC 12: 1d20 + 3 ⇒ (18) + 3 = 21 30 ft up

He makes it into the rigging and tries to untangle the lines.

Dex DC 12, Work diligently: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Somehow, he figures it out.

---=== Daytime Actions ===---
Work diligently.


---=== Ellie ===---

Ellie will work diligently. Since she has a +7 on Climb, she is incapable of falling, even on a nat 1. So I'll just roll Perception for her.

Ellie Perception: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17 Success.

---=== Dinner ===---

As the end-of-day bell rings, the crew is allowed a quick meal, in shifts, of simple ship's biscuit. Scourge takes note of those who failed their tasks, but does not dole out punishment, "Yeh'll have ta wait til tomorrow 'fore ye get what's comin!" He shouts at Veronica, "Still need yeh in workin' shape for the night shift!"

---=== Night Shift ===---

There is no rum ration, no entertainment, and no sleep tonight. Once the crew finishes their "meal," Plugg reassigns tasks for the overnight shift.

Tasks:
Veronica: 1d6 ⇒ 6 Mainsail Duties
MacLaren: 1d6 ⇒ 2 Line Work
Beryl: 1d6 ⇒ 3 Upper Rigging Work
Ellie: 1d6 ⇒ 6 Mainsail Duties
Melli: 1d6 ⇒ 3 Upper Rigging Work
Tempest: 1d6 ⇒ 2 Line Work

Please make work checks. DC's are still +2 higher than normal. If you want to make a daytime ship action, you are free to do so.


M Human Cleric 5/Brk3 | HP 55/59 | AC 22 (T 14, FF 19, CMD 23) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 3/4 | Agile Feet 6/6 | Active: Heroism, Delay Poison, Outflank

An overnight shift? At least it doesn't involve climbing.

As a priest of Cayden Cailean, Brother MacLaren is not unfamiliar with the concept of an "all-nighter," but his are usually more fun. He gets to work on the sails, doing the best he can despite his lack of expertise. He asks Samms Toppin for help with this, as she seems to know her way around the rigging.

Dexterity DC 12, Helpful NPC: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Nope... he has no idea what he is doing and only makes things worse.

Con DC 12: 1d20 + 2 ⇒ (18) + 2 = 20
He's frustrated, but not fatigued.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Climb: 1d20 + 5 ⇒ (8) + 5 = 13 (These are DC 12 because of the +2 to all checks. I'm also climbing faster than normal, so -5.)
Climb: 1d20 + 5 - 5 ⇒ (20) + 5 - 5 = 20
Climb: 1d20 + 5 - 5 ⇒ (9) + 5 - 5 = 9
Climb: 1d20 + 5 - 5 ⇒ (14) + 5 - 5 = 14
Climb: 1d20 + 5 - 5 ⇒ (14) + 5 - 5 = 14

Dex: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15

Back up into the ropes, with the darkness and the rain making it hard to see. Melli gets up into the rigging quickly - no time to waste, and maybe she'll be able to talk to Maheem. Once she's there, though, there's no time to shout to Maheem. She's too tired, and the ropes are too slippery, so it takes all her focus just to do her job. While she's up there, though, she does stop to think for just a moment. The way Plugg assigns jobs is asinine. Some of the crew have no idea how to handle their jobs, and in this situation, that could be really bad.

I'll work diligently in the rigging.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

---=== Dinner ===---

Tempest smiles at Veronica, "The storm will wane by morning. Be strong."

---=== Night Shift ===---

Tempest suppresses a groan at the prospect of working through the night. Still, she's not made to climb, so there's at least some luck.

Profession (sailor): 1d20 + 6 ⇒ (11) + 6 = 17
Constitution: 1d20 + 1 ⇒ (2) + 1 = 3 Even with Working Diligently, that would be a fail.

The work is hard, but she handles it without issue. The lack of rest, especially while being sick, though, wears on her and leaves her feeling weak by the end of it. Even still, it gives her another chance to poke and prod at Fipps, bullying the bully into submission.

Influence Fipps Intimidate: 1d20 + 8 ⇒ (16) + 8 = 24


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

---=== Night Shift ===---

Ellie groans and looks up at the mainsail. A whole night fighting that against the storm? Well, somebody's got to do it.

Profession (sailor): 1d20 + 10 ⇒ (1) + 10 = 11
Constitution: 1d20 + 1 ⇒ (20) + 1 = 21

---=== Night Action ===---

Work Diligently

She manages not to wear herself out against the mainsail, but fighting against the storm is hard. Ignoring all voices except the orders of the officers, trusting their experience to get them all out of this, Ellie barely manages to do a decent night's work.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

---=== Dinner ===---
Veronica lets out a sigh of relief and smiles back at Tempest's words. "Thank you, Tempest. I just hope things go much better during the night shift than they did during the day.

---=== Night shift ===---
The main sail again? I guess it's a good use for my strength, but I'm not sure I'm fully recovered from yesterday's work. We can't really afford any more mistakes on my part, not with how the storm is right now.

Strength: 1d20 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12 Work diligently and NPC help
Constitution: 1d20 + 2 ⇒ (8) + 2 = 10

Veronica applies herself as best she can, and her strength and force of will seem enough to work the sail as needed, at first. Having someone as skilled as Ellie alongside her proves invaluable as well.

But as the night goes on, it becomes clear that her fears were justified: each time is a little bit harder, and she can feel the exhaustion seeping in and her strength fading away.

She eventually loses her grip on the sail, and the worse is only avoided by a timely intervention by Conchobar. She thanks the gnome for his much needed help, and together with him and Ellie, they manage to ensure no more mishaps happen during the night.


---=== Tempest ===---

Fipps finally relents and all but swears fealty to Tempest and her friends.

Fipps Chummlett's attitude increased to Helpful.

---=== Everyone ===---

At some point in the night, a particularly large wave catches the Wormwood while it is already listing, and the swell washes up and over the deck. Seconds later, the dreaded call comes, "Man overboard!"

A quick glance over the side shows that Giffer Tibbs and Badger Medlar have been washed over the side and are now struggling to swim back to the ship.

Time for a quick time event! The NPCs need to make Swim checks to get back to the ship, but the DC is pretty tough. You can throw them a rope to help them out, if you want.

Throwing the rope is a ranged attack vs AC 12, 10' range increment.
For the first round, the NPCs are 10 feet away, but that won't last very long.
If you hit, they will get bonuses on their checks equal to double the Str mod of the people on the rope.
Up to 3 people can be on the rope.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Throw Rope: 1d20 + 5 ⇒ (16) + 5 = 21

Melli doesn't hesitate, quickly grabbing a rope and tossing it into the waves and wind toward Badger Medlar. Her aim is good, and the rope trails out past the old half-elf, draping practically on the woman's shoulder and ready to be easily grabbed.

"Help me pull!" She yells to anyone near her.

I'm assuming I can't rope onto both at the same time, correct?


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Rope Toss: 1d20 + 2 ⇒ (15) + 2 = 17

Tempest is right behind Melli, whipping the rope out in a long arc to land next to Giffer. She turns to whomever else is available and hands the rope to them, "Pull her in!" She then grabs another rope and readies it, in case one of the swimmers drops theirs.

I'm going to be of no use pulling, might even make things worse...

Any chance we can get a botted Beryl to lend his strength?


M Human Cleric 5/Brk3 | HP 55/59 | AC 22 (T 14, FF 19, CMD 23) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 3/4 | Agile Feet 6/6 | Active: Heroism, Delay Poison, Outflank

Brother MacLaren runs to help Melli, pulling on the rope with all his might.

He has a +3 Str modifier.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Despite her fatigue, Veronica rushes towards Tempest and takes hold of her rope, pulling as hard as her tired body will allow.

"Come on, we need more people to pull them back onboard!" She shouts to the rest of the crew.

Taking the fatigue into account, I'm only contributing with a +3 modifier


I'm not going to impose a penalty for Tempest's negative Str, but you're right that it wouldn't give any bonus.

Beryl and Cog jump in behind Veronica, while Ellie takes up the rope behind MacLaren. Both swimmers grab the ropes and kick for all their worth.

Giffer Swim: 1d20 + 6 + 8 ⇒ (6) + 6 + 8 = 20
Badger Swim: 1d20 + 6 + 6 ⇒ (10) + 6 + 6 = 22

Both manage to close the distance, continuing the fight to get back on board.

Giffer Swim: 1d20 + 6 + 8 ⇒ (13) + 6 + 8 = 27
Badger Swim: 1d20 + 6 + 6 ⇒ (17) + 6 + 6 = 29

With help from the crew, both Giffer and Badger are pulled back on board, much to their relief.

Badger Medlar's attitude increased to Helpful for being saved.

With the excitement over, Plugg and Scourge get the crew back to work. The rest of the night goes by relatively swiftly, as the storm lightens considerably. By the time morning breaks, the ship is out of danger, and the swabs are able to go back to their normal assigned work.

Tempest:
Another DC 12 Fort save, with the +4 from Sandara.
Failure:
Con Damage: 1d3 ⇒ 3
Dex Damage: 1d3 ⇒ 2

Everyone needs to make a DC 14 Constitution check or be Fatigued at the end of the shift. Those who are already Fatigued, you are instead Exhausted.

Daily Tasks:
Veronica: 1d6 ⇒ 5 Lookout - For you, the DC is still 2 higher.

MacLaren: 1d6 ⇒ 3 Fishing
Kroop: 1d2 ⇒ 2 Kroop is drunk.

Beryl: 1d6 ⇒ 1 Man the Bilges
Ellie: 1d6 ⇒ 5 Runner
Melli: 1d6 ⇒ 3 Swab the Decks
Tempest: 1d6 ⇒ 6 Repairs

At the end of THIS shift, everyone will need to make a DC 18 Constitution check to avoid Fatigue/Exhaustion. Day actions are also available, as normal.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Fort: 1d20 + 1 + 4 ⇒ (11) + 1 + 4 = 16 No damage! Yay!
Con: 1d20 + 1 ⇒ (12) + 1 = 13 Tempest is Exhausted

Tempest thanks Sandara for her treatment, and shuffles off to work without any complaint, being too tired to raise a fuss.

Profession (Sailor): 1d20 + 8 ⇒ (20) + 8 = 28

Despite the tiredness, she finds herself able to focus on her task with surprising alacrity, working her repairs with refreshing ease.

Constitution: 1d20 + 1 ⇒ (17) + 1 = 18

Luckily, the ease with which she finds the repairs this day means that she does not get any more tired before nightfall.


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

---=== Daybreak ===---

Constitution: 1d20 + 1 ⇒ (11) + 1 = 12

As the sky brightens with the dawn and the storm finally abates, Ellie feels the fatigue creeping into her muscles. Scourge's daily assignment feels like a weight he's just dropped onto her neck, and the word alone makes her want to collapse: Runner.

---=== Day Task ===---

Acrobatics - fatigue: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
Constitution: 1d20 + 1 ⇒ (11) + 1 = 12

Extra Constitution: 1d20 + 1 ⇒ (3) + 1 = 4

Ellie catches her second wind in the morning and actually manages a good day's work. But by the evening bell, she can barely stay on her feet.


M Human Cleric 5/Brk3 | HP 55/59 | AC 22 (T 14, FF 19, CMD 23) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 3/4 | Agile Feet 6/6 | Active: Heroism, Delay Poison, Outflank

Brother MacLaren helps pull Badger Medlar and Giffer Tibbs aboard. That was a near thing, but we saved them both. He offers a short prayer of thanks to Cayden Cailean.
---=== Daybreak ===---

End of Night Shift DC 14 Con: 1d20 + 2 ⇒ (16) + 2 = 18 He works through the night, seemingly no worse for the wear.

---=== Day Task ===---

Oh, come on Kroop. He waters down the man's drinks as often as he can. "I know it's been rough, but stick with us. It will get better."

Fishing again? The priest approaches the task with some dread, anticipating another flogging.
DC 10 Survival, Kroop is Drunk: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
He somehow manages to catch enough to feed the crew, despite not really knowing what he is doing.

Cooking, Tools, Book, Kroop is Drunk: 1d20 + 6 + 2 + 1 - 4 ⇒ (9) + 6 + 2 + 1 - 4 = 14
Cooking the fish is easier, and he comes up with a nice spiced glaze recipe from the cookbook.

End of Day Shift DC 18 Con: 1d20 + 2 ⇒ (20) + 2 = 22 He still isn't tired.

Having had a successful day, Brother MacLaren puts his feet up in the galley, praises Cayden Cailean, and quietly sips his ale.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica lets out a sigh of relief as she helps pull Tibbs and Badger back on board, and then thanks everyone who came to help.

It's a good thing everyone got here as swiftly as they did.

And that could have easily been me - I should stop being stupid and ditch the armor, at least until we're clear from the storm. I'm not sure I'd have the strength to swim back here if I fell overboard.

As soon as she finds an opening, Veronica quickly goes to her footlocker and leaves her armor inside.

---=== Daybreak ===---

Constitution: 1d20 + 2 ⇒ (12) + 2 = 14

Seeing that the worst of the storm has passed helps lift Veronica's mood after the disaster that was the previous day. But she's not looking forward to the next shift - even though she's not completely exhausted as the day begins, her body definitely needs a good night's rest after the last couple of days.

Climb: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 7.5
Climb: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12 15
Climb: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19 22.5
Climb: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 30
Climb: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21 37.5
Climb: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19 45
Climb: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13 52.5
Climb: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 60

Perception: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 Npc help

Constitution: 1d20 + 2 ⇒ (5) + 2 = 7

She manages to pull herself up to the crow's nest easily enough, and even manages to make a passable job as lookout, at least for most of the day. But as the end of the shift draws near, Veronica's exhaustion starts to take its toll and she almost dozes off in the pouring rain. She only manages to keep awake thanks to Conchobar, working nearby, who noticed her drowsiness and made sure to check in from time to time to make sure she stayed alert enough to do her job.

---=== Day Action: Influence: Maheem ===---
As the shift ends, Veronica spots Maheem having trouble with his tasks, and decides to head there with Samms, hoping to lend a hand and ensure the work is finished.

"Here, let us help you out with that. We might all be exhausted, but we all managed to work together to withstand the worst of the storm, and I want to keep that spirit going."

Diplomacy: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Con vs. Fatigue: 1d20 + 2 ⇒ (14) + 2 = 16
Con Swabbing: 1d20 + 2 ⇒ (16) + 2 = 18

Melli dutifully scrubs away at the deck, filling the new gaps in it with tar to keep the water out of the hull. Still, the previous 24 hours start to weigh on her, and though she gets the job done, her thoughts are with whoever made the stupid decision to take the ship through this storm, and the haphazard way the jobs seem assigned.

End of Shift Con: 1d20 + 2 ⇒ (19) + 2 = 21

She follows along with Veronica, lending Maheem her help as well to get the job done.

Diplomacy (aid Veronica): 1d20 + 3 ⇒ (14) + 3 = 17 (Here's +4 to that roll!)


With their crab pots filled, the party swims back to the Wormwood without further incident. As they clamber back up on deck, they see Plugg speaking with Captain Harrigan. Both men turn to look at the party, and Plugg excuses himself to approach, "What took yeh so long? Is it really that hard to catch a couple of crabs?"

Harrigan, who followed behind to observe, interjects, "Hold on, there. Are those reefclaws? You ever had reefclaw, Plugg? Some of the best eatin' I've ever had. See that these three are given proper reward." He points to Ellie, Melli, and Tempest and makes sure he gets an affirmative nod from Plugg before walking away. Plugg, for his part, shoots the party a glare, "Get these to Fishguts, then get back to work."

Assuming those three are the ones who bring back the reefclaws, the others were the ones to roll to catch crabs.

Kroop's eyes widen when he sees the reefclaws, and he gets to work almost immediately. For what is left of the day, MacLaren witnesses a whole new side of the man. He works with expert precision and skill, rivaling any world-renowned chef. Any requests for aid he makes are in the same curt, tight manner that one would expect in such kitchens, as well. The meal he turns out for the officers looks and smells amazing, and is plated with such care as MacLaren has not seen in a long time. It almost seems a shame that the majority of the crew won't get to even see it. Still, the remaining reefclaw meat is mixed with the crabs to prepare a stir fry more flavorful than most of the crew has seen in ages.

---=== Nighttime ===---

Bloody hour comes and goes, and dinner is served, much to the delight of the crew. The talk of the evening is the quality of the food, as it seems to be the finest cuisine the crew has ever seen come out of the galley.

Shortly after dinner is served, the group is approached by Cut-Throat Grok. She singles out Tempest and offers her a familiar backpack, "Cap'n said you should get this back. Apparen'ly, yeh impressed him t'day. There's a little extra in there, too, fer all of yeh."

Inside Tempest's backpack are the 2 potions she had on her before she was press-ganged, as well as 2 more potions marked as being Cure Moderate Wounds.

With the events of this day, you can all level up to lvl 2.


---=== Days 12 and 13 ===---

The next two days are hot, muggy, and miserable. The crew, particularly those assigned jobs out in the sun or in the bilges, seem run down by the end of each day, and the Bloody Hours for these nights are particularly active as a result.

---=== Day 14 ===---

When the morning job assignments are handed out today, the group, along with Rosie and Sandara, are not given any work. Instead, Plugg directs them to report to Riaris Krine, the ship's master gunner. Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg, and her language makes Rosie Cusswell sound like a nun.

Typing out proper sentences for this character would get me banned from the Paizo forums for language.

Krine advises the group that the time has come to learn a vital pirating skill: Boarding. She explains, in curt rants laden with profanities, how to use the grappling hooks provided to hook onto an enemy ship and pull it close enough to cross over. She makes sure everyone understands the process, at least in theory, before dropping the news that it will now be time to practice. Rosie and Sandara are chosen first, and are placed in the ship's jolly boat for the exercise. Krine steers the boat out about forty feet from the Wormwood, then has the women attempt to grapple and climb up to the railing. To make things interesting, though, four additional crewmembers are assigned to stand on deck and attempt to knock them off.

As Rosie and Sandara attempt to climb the ropes, the pirates hurl rotten food, garbage, empty bottles, and buckets of bilgewater at them, attempting to knock them off the rope. It takes a little bit, but eventually both of them are able to make it on deck. Krine brings the jolly boat back around, and selects two more of the group to go next. This repeats until everyone has had a chance to go.

Please make ranged attacks (at a -6 penalty) vs AC 5.
Once you make a successful attack, please make DC 15 Climb checks for a total of 40 feet of movement.
For every 2 checks, make a DC 10 Reflex save, as you are pelted with non-damaging attacks. Failure results in falling into the water.
If you fall, you will need to reset and try again from the beginning. After 3 attempts, the task is completed, regardless of success.


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

I guess this is me now, Ellie thinks with a sigh as she takes up the grappling hook. Of all the sailing skills she'd learned under her father, boarding another vessel wasn't one of them-- there was rarely a need for commissioned sailors to commandeer a vessel, and she had never been presented with the opportunity.

A whole bunch of dice:
Ranged attack: 1d20 + 4 - 5 ⇒ (17) + 4 - 5 = 16

Attempt 1:

Spoiler:
Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Fail by 5+, starting over.
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
7.5 feet up.
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10

Climb: 1d20 + 6 ⇒ (16) + 6 = 22
15 feet up.
Climb: 1d20 + 6 ⇒ (16) + 6 = 22
22.5 feet up.
Reflex: 1d20 + 5 ⇒ (12) + 5 = 17

Climb: 1d20 + 6 ⇒ (17) + 6 = 23
30 feet up.
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
37.5 feet up.
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
SPLASH!


Ranged attack: 1d20 + 4 - 5 ⇒ (12) + 4 - 5 = 11

Attempt 2:

Spoiler:
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
7.5 feet up.
Climb: 1d20 + 6 ⇒ (15) + 6 = 21
15 feet up.
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10

Climb: 1d20 + 6 ⇒ (1) + 6 = 7
Fail by 5+, starting over.
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
Fail by 4 or less.
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12

Climb: 1d20 + 6 ⇒ (15) + 6 = 21
7.5 feet up.
Climb: 1d20 + 6 ⇒ (12) + 6 = 18
15 feet up.
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20

Climb: 1d20 + 6 ⇒ (2) + 6 = 8
Fail by 4 or less.
Climb: 1d20 + 6 ⇒ (16) + 6 = 22
22.5 feet up.
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
SPLASH!


Ranged attack: 1d20 + 4 - 5 ⇒ (14) + 4 - 5 = 13

Attempt 3:

Spoiler:
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
Fail by 4 or less.
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
7.5 feet up.
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Climb: 1d20 + 6 ⇒ (5) + 6 = 11
Fail by 4 or less.
Climb: 1d20 + 6 ⇒ (17) + 6 = 23
15 feet up.
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19

Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Fail by 5+, starting over.
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
7.5 feet up.
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21

Climb: 1d20 + 6 ⇒ (4) + 6 = 10
Fail by 5+, starting over.
Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Fail by 4 or less.
Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
SPLASH!

Securing the grappling hook is easy enough, but Ellie makes a terrible boarding party-- rotting garbage and odd ship items are enough to knock her off her rope time and time again. And these aren't even dangerous!


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Dice Time:

Grapple: 1d20 + 5 - 6 ⇒ (4) + 5 - 6 = 3

Grapple: 1d20 + 5 - 6 ⇒ (17) + 5 - 6 = 16
Climb: 1d20 + 6 ⇒ (2) + 6 = 8

Grapple: 1d20 + 5 - 6 ⇒ (12) + 5 - 6 = 11
Climb: 1d20 + 6 ⇒ (3) + 6 = 9

Grapple: 1d20 + 5 - 6 ⇒ (18) + 5 - 6 = 17
Climb: 1d20 + 6 ⇒ (3) + 6 = 9

Melli isn't bad at throwing the grappling hook itself. In fact, most of her throws seem to find purchase on the Wormwood, or at least its rigging. However, her climbing attempts aren't up to snuff. It's no problem dodging the rotten food, just...it's clear someone must have greased her rope. Maybe Plugg!

I'm assuming failing at any part is enough to make us fall, correct? Not just the reflex save?


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest swings the grappling hook in he rhand, getting a feel for the weight. The grappling itself seems easy enough. More climbing, though. Why is it always climbing?

She takes a deep breath and focuses, swinging the grapple in a small arc before starting her attempt...

Dice:
Ranged Attack: 1d20 + 4 - 6 ⇒ (17) + 4 - 6 = 15
Climb: 1d20 - 1 ⇒ (13) - 1 = 12 No progress.
Climb: 1d20 - 1 ⇒ (10) - 1 = 9 Splash.

Ranged Attack: 1d20 + 4 - 6 ⇒ (14) + 4 - 6 = 12
Climb: 1d20 - 1 ⇒ (2) - 1 = 1 Splash.

Ranged Attack: 1d20 + 4 - 6 ⇒ (10) + 4 - 6 = 8
Climb: 1d20 - 1 ⇒ (6) - 1 = 5 Splash.

After three miserable attempts, Tempest is done, and makes her way back to the others, sodden and sullen.


M Human Cleric 5/Brk3 | HP 55/59 | AC 22 (T 14, FF 19, CMD 23) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 3/4 | Agile Feet 6/6 | Active: Heroism, Delay Poison, Outflank

MacLaren smiles as Kroop gets to work on the reefclaws.

"Sandara," MacLaren says, "those reefclaws got me. Poison. I can still walk, but I feel weak. I can't ask you to tend to me overnight - as pleasant as that might be - since that would mean you wouldn't get any sleep yourself. Might you be able to prepare a spell to help me recover from the poison faster?"

Lesser Restoration, if she has 2nd-level spells.

"I would appreciate it."

He spends the next two days helping Kroop cook and regaling him with the tale of the Reefclaw battle.
"A damn near thing! One of them had Tempest, was dragging under, and she was bleeding all over the place. Good thing there weren't any sharks nearby. She fought back with her magic, I kept her healed, and the rest of the group eventually killed the beast. Tenacious, it was."

---=== Day 14 ===---
Brother MacLaren casts Longstrider as he sees what his task is going to be.

Dice rolls:
Ranged Attack vs AC 5: 1d20 + 3 - 6 ⇒ (2) + 3 - 6 = -1 His first throw is terrible; it doesn't even clear the jolly boat.
Ranged Attack vs AC 5: 1d20 + 3 - 6 ⇒ (12) + 3 - 6 = 9 His second throw latches on, and he attempts the climb.
Climb DC 15: 1d20 + 3 ⇒ (9) + 3 = 12 No progress
Climb DC 15: 1d20 + 3 ⇒ (15) + 3 = 18 12.5'
He is pelted by rotten heads of kale. Why did Kroop think to bring kale? Must have been drunk.
Reflex DC 10: 1d20 + 2 ⇒ (8) + 2 = 10 He just barely keeps his footing.
Climb DC 15: 1d20 + 3 ⇒ (7) + 3 = 10 About to fall, he casts Grasp.
Climb DC 15, Grasp reroll: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 While he doesn't fall, he also doesn't progress.
Climb DC 15: 1d20 + 3 ⇒ (6) + 3 = 9 Grasp again, now at a -4
Climb DC 15, Grasp reroll: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2 Splash!

Ranged Attack vs AC 5: 1d20 + 3 - 6 ⇒ (18) + 3 - 6 = 15
Climb DC 15: 1d20 + 3 ⇒ (6) + 3 = 9 Grasp
Climb DC 15, Grasp: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Climb DC 15: 1d20 + 3 ⇒ (18) + 3 = 21 12.5'
Reflex DC 10: 1d20 + 3 ⇒ (6) + 3 = 9 Pelted by garbage, he falls into the water once again. He climbs back onto the jolly boat and tries for
a third time.

Ranged Attack vs AC 5: 1d20 + 3 - 6 ⇒ (8) + 3 - 6 = 5
Climb DC 15: 1d20 + 3 ⇒ (7) + 3 = 10 Grasp
Climb DC 15, Grasp reroll: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Climb DC 15: 1d20 + 3 ⇒ (12) + 3 = 15 12.5'
Reflex DC 10: 1d20 + 2 ⇒ (6) + 2 = 8 And down into the water a third time.

Brother MacLaren climbs back on board, soaked and annoyed but not overly discouraged.

251 to 300 of 2,957 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Imperius' Skull & Shackles All Messageboards

Want to post a reply? Sign in.