
Djir Bentwhisker |

so that's a perception check above and beyond the 27 in my previous job post?
Perception: 1d20 + 1 + 3 + 1 + 2 + 1 ⇒ (8) + 1 + 3 + 1 + 2 + 1 = 16
1 rank +3trained +1 wis +2 racial+1 guidance (from Cevanne)

Chisomo |

Chisomo doesn't seem thrilled with her punishments, but doesn't rail against them either. Still, the chained man in the bilges provides both a welcome distraction, and a possible opportunity.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
"The hell are you looking at?"
"I'm not certain, but it's looking back," she quips. With a gesture she introduces herself, "Chisomo. Now, after my conversations with The Scourge, I have an understanding of some of the boundaries of our relationship. What trespass would see me not just sent here, but chained here?"
Taking 10 on the bilge checks unless that's not kosher

Reknar |

"Not sure I am any better than this lot" - he chuckled and nodded - "But a cutthroat I am not" - the half-orc added, extending his own hand to return the greeting - "The name's Reknar"
"I wonder how the heck they even manage to keep a stable crew, if their approach is to drag drugged and drunk people on board, and make them work at the tip of a whip" - he commented to her - "Then again, maybe that is not so different from the other ships and crews? There is nowhere to run out in the open sea, so I guess folks just tough it out?"

DM Meleager |

Djir
From the corner of his eye, he discovers a flask that's labeled alchemist fire.
Congrats, you've gained a Flask of alchemist's fire.
Chisomo
That's fine.
The man groans at the form of wordplay thrown back at him. When asked, he sighed deeply before replying. "Tried ta steal from the Quartermaster's shop and got caught red-handed. Now I'm gonna get kneehauled for it. You're merely talking to a dead-man walkin' now. Jakes the dead Magpie"
Under the water, Chisomo can just barely make out what looks to be a tanglefoot bag.
Reknar
"With how you were looking at that lady like that, you seem to care about others more than naught. I wish more people here were like that," she mused.
"I wouldn't know how they drug people anyways. They caught me while I was fishing in the open sea."

Mama Mambo |

@GM did you need checks beyond what I did here? they were specifically for my daily tasks.
If extra Perception is required: 1d20 + 3 ⇒ (2) + 3 = 5

Arkhan Silvinesti |

Arkhan just shrugs, continuing to Mend sails....

Reknar |

"With how you were looking at that lady like that, you seem to care about others more than naught. I wish more people here were like that," she mused.
"I wouldn't know how they drug people anyways. They caught me while I was fishing in the open sea."
"You mean the tall, strong one they took down below?" - Reknar shrugged - "She's just pissed I guess. I am too. But I've been there - just throwing a strong punch is not enough sometimes. She'll understand that soon enough" - he added.
"How long you've been on board?"

Chisomo |

"I'm familiar with many forms of discipline, but not 'keelhauling...'" She thought for a moment. Should I offer him mercy? No. A keelhauling for anyone caught killing a crewmate. And no matter the coating, it is death.
"I've been taught that the thing to do when speaking with the dead is to resolve whatever business binds them to this world. I will not free you, but tell me Dead Man, what leaves your scales unbalanced?"

DM Meleager |

~~~Mambo~~~
That will do
While the goblin couldn't find anything of interest, her natural cooking skills allowed her to conjure up a nice looking meal. Grok decided to give it a taste and gave out the tiniest of smirks. "Not bad. I think you'll cut it just nicely."
~~~Reknar~~~
Samms shrugged in response. "It's been a while to be honest. I'm lucky I'm good enough a climber to avoid working under Scourge..." She stopped and looked to see the ever present eyes of Mister Plugg staring back at them. "We can talk later."
~~~Chisomo~~~
Jakes contemplated for a few seconds, clearly unsure on how to fulfill such an unusual request. After a bit of fidgeting, he settled on an answer. "I've got no one else who'd miss me. You can just pray to whoever god you believe in for a quick death..."
~~~Bloody Hour~~~
At the end of the day, the crew gathered together in order to witness a ritual many of your crewmates have nicknamed "Bloody Hour". It is usually the time where all punishments are dished out. Scourge looked slightly disappointed that none of the fresh meat messed up their challenges, but that all changes when ordered to bring in the one accused of stealing. Chisomo and the other resident of the bilge are taken up on deck by Scourge and a couple other sailors. Plugg stares at the man with the intensity of a blazing sun.
"Jakes Magpie! You stand accused of theft from the Quartermaster's Store. Do you deny it?" There was nothing but silence from the man. Plugg's face distorted into a grimace. "Master Scourge? Refresh his memory."
Scourge leaps into action in glee as he wraps his whip around the man's neck in a garrote. It only takes a few second for the man to speak up. "No! No. It's all true." He is unceremoniously tossed to the ground, choking to regain what little air he has left.
"You know the penalty for theft that grand. Your sentence is a kneelhauling. Tie him up! Scourge's lackeys tie him up and hoist him over the hull where he is lowered by Plugg and some others, leaving him there for 12 rounds.
What is hauled back to the deck can no longer be described as human, but a mangled, bloody mess of flesh.
What was left of the body of Jakes was thrown into the water for the sharks to finish off.
Yet the atmosphere changed quickly as dinner approached. Grok and a less drunk Kroop handled the meal, which was met with a positive response.
Before the newcomers can have their meal themselves, they're stopped by the same redhead from before. "I come bearing gifts from Besmara." She motioned them into a hall where they could see their backpacks as well as Djir's thieves' tools and Chisomo's monk kit.
"Grok may look like someone hardass, but she's also superstitious. Got her into thinking these things were cursed." She then turned to Chisomo. "As much as I love a fighting girl, you won't get far like that. And as well as you did on your first day, it won't help ya for long. It’s not what you know but who you know that helps you get by. Friends help each other out, enemies cause trouble—on a crowded pirate ship, this fact is essential for basic survival. So don't be shy and mingle out there. Who knows what kind of people will keep you company," she winked.
"Oh and one more thing. You'll be given rum rations every night. You can try to avoid it, but you'll get a beating if ya get caught."
Rum rations will work a bit differently here. After drinking one, you will make a DC 5 Fort save or take 1d2 Con damage. You're also fatigued for 1d8 hours but you gain a 1d4 Cha bonus for the time being. You can sleep off the fatigue and 1 Con damage for the night as long as you get the full rest. You have night actions that you can do as well: one per night. You can do 1 more night action in the dead of night, but you'll need to make a DC 15 Fort save to avoid being fatigued. And yes all of this can stack with other methods of being fatigued to become exhausted.
Sleep: Go to bed early and sleep through the night
(automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate
entertainment.
Entertain: Make one Perform check to entertain the crew.
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. The PC
can take 20 on a single Perception check or other skill
check, but must make a check to avoid being discovered
(see below).
Steal*: Attempt to open a locked door or locker. The PC
must make a check to avoid being discovered.

Djir Bentwhisker |

Perception: 1d20 + 1 + 3 + 1 + 2 + 1 ⇒ (20) + 1 + 3 + 1 + 2 + 1 = 28
1 rank +3trained +1 wis +2 racial+1 guidance from Cevanne

Reknar |

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Heal: 1d20 ⇒ 3
Reknar could not stop staring at Plugg after the show, and the cowardly deed - he made sure to remember this day, and if he ever had a chance, both Scourge and Plugg would have much to answer for. One day...
~~~Bloody Hour~~~
Fort for the Rum!: 1d20 + 4 ⇒ (3) + 4 = 7
"Ah! I've had stronger!" - the half-orc grunted, shaking his head - "Still pretty nasty though" - he coughed.
Meleager, not sure if I should be looking into previous posts, but is there any remote chance we could have like a 'reference' regarding actions? For example above - what to roll for Gamble or Influence? I assume Sneak and Steal are Stealth and Disable Device? :)
I am going with Perform though, so :)
Perform (Oratory): 1d20 + 6 ⇒ (17) + 6 = 23
As the rum flows, Reknar gets more relaxed - seeing a crewman pass by, he comments to those around him - "That lad reminds me of Bates - you ever heard of him?"
'There once was a pirate named Bates,
Danced a hornpipe for all of his mates,
But he slipped on his cutlass,
And made himself `nut-less`,
And now he's just worthless on dates'
"Yeah..." - he chuckles - "I could just go on and on with these... Used to know a kid from my unit..." - then becomes momentarily somber - "That boy... Always had a limerick for everything, always in a good mood, willing to help... Much it did him when command sent us to get trampled in that ditch - dead on the mud..." - he shakes his head, and goes for another mug, downing it fast - "Nevermind!"
"What about Miss Banker?!" - he roared.
'A comely young maiden, Miss Banker,
Slept deep while the ship lay at anchor,
But awoke in the barque
'Pon a sailor's remark,
"Let's hoist up the topsheet and spanker!"
--------------------
Fortitude: 1d20 + 4 ⇒ (14) + 4 = 18
Influence Sandara (is it Diplomacy?): 1d20 + 2 ⇒ (15) + 2 = 17
"We owe you" - he approached her with a mug of rum - "Can I sit for a nightcap?"
If she says yes:
"My name is Reknar" - he nodded - "You are Sandara right? Why are you doing this for us scurvy dogs?" - he chuckled - "Won't you get in trouble with Scourge or Plugg?"

Djir Bentwhisker |

Fort Save, Rum Ration: 1d20 + 1 + 2 + 1 ⇒ (12) + 1 + 2 + 1 = 16 vs DC 5
+1 trait +2 con +1 guidance from Cevanne
Charisma gain: 1d4 ⇒ 2
For his night action, he will try to start a contest of tall tale telling and use it to chat up the angry looking halfling lady, Rosie Cusswell, on the theory that us small folks should stick together...
This is an influence action, using Bluff
Bluff: 1d20 + 1 + 3 + 1 + 1 + 1 ⇒ (9) + 1 + 3 + 1 + 1 + 1 = 16
1 rank +3trained +1 Cha +1 guidance +1 extra cha from Rum!

DM Meleager |

Here are some of the entertainment games you can play. These are usually played for money, but you can try it for fun if people are friendly or angry enough.
Heave: This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand. Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save or have the damage dealt by the rum ration increase by +1 (see sidebar; this is in addition to the normal effects of the rum ration). This DC increases by +3 for each consecutive drink. Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes.
Arm Wrestling:
Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops. Participants make opposed Strength checks, with the higher result determining the winner, and the loser taking an amount of damage equal to 1d2 + the winner’s Strength modifier as his hand and arm are pushed onto whatever lies on the table.
Hog Nob:
Each player tosses a pig skin covered lead ingot and see who throws fathest. roll an attack roll with an improvised weapon (-4 unless you have Throw Anything). The roll is using your CMB. The result is how many feet you throw it, and you compare that to everyone else involved.
~~~Djir~~~
Rosie glances at the ratfolk and shrugs in agreement, calling herself Rosie. "I f@$*ing wish that'd be true even that son of a b!$%@ gnome Patch's an utter bastard. Sure it didn't help I decked him the first day, but I don't do toadies." She then turned towards Grok before looking back at Djir. "If you can get my violin back Cutthroat there, I'd like you just a bit more."
Rosie is now Friendly.
Please give me a Sense Motive check. And Sandara is already helpful, so there's not much need to influence her.

Reknar |

And did the crew enjoy Reknar’s performance? :)
Sense Motive: 1d20 ⇒ 13
”Fan of them?” - Reknar cracked his knuckles - ”Oh yeah, big fan”
Did not know she was helpful, but could have probably guessed :P

Chisomo |

Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Heal: 1d20 + 4 ⇒ (17) + 4 = 21
Fort: 1d20 + 3 ⇒ (7) + 3 = 10
Charisma Bonus: 1d4 ⇒ 3
Influence (Diplomacy): 1d20 ⇒ 14
"As much as I love a fighting girl, you won't get far like that. And as well as you did on your first day, it won't help ya for long. It’s not what you know but who you know that helps you get by. Friends help each other out, enemies cause trouble—on a crowded pirate ship, this fact is essential for basic survival. So don't be shy and mingle out there. Who knows what kind of people will keep you company," she winked.
Chisomo gives her first grin since breaking Scourge's nose. "That? That was just getting to know the crew. A fight like that is all about communication. Coshes at the ready showed that they knew we might fight back, but that they valued keeping us alive. I showed them that I could do the same but better. My value goes up at the same time that they learn keeping me by force requires a half dozen of them." She shrugs. "Of course, the last time I tried this, it took a Very long time to get my captors to agree to try the carrot once in a while."
She stoops, digging around in her newly returned things. "So, Red, there were a few things I missed while I was down in the bilges. Care to give me a tour of the ship?" She pulls the bar of soap from her rucksack. "I need a bath, and I don't know any of the crew's names who isn't sharkbait. Oh, I'm Chisomo."

Djir Bentwhisker |

...
~~~Djir~~~
Rosie glances at the ratfolk and shrugs in agreement, calling herself Rosie. "I f&~~ing wish that'd be true even that son of a b$*#* gnome Patch's an utter bastard. Sure it didn't help I decked him the first day, but I don't do toadies." She then turned towards Grok before looking back at Djir. "If you can get my violin back Cutthroat there, I'd like you just a bit more."
Rosie is now Friendly.
...
"Grok has yer violin? She doesn't much look like a lady who would want or need a halfling-sized violin... Why does she have your violin? Do you know where she keeps your violin?"

Mama Mambo |

Mambo beamed at the praise, which amounted to a disturbingly wide smile with scraggly yellow teeth showing. Tonight’s dinner: Goat meat stew, a slightly sweet gamey flavor pervades the stew accented with garlic and a slight tang. Bits of onion, carrots, and celery, all long cooked but not quite as long as Mambo would have liked. At least the meat was tender.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Heal: 1d20 + 3 ⇒ (15) + 3 = 18
During Bloody Hour Mambo eyed the mangled meat unsympathetic to this man she didn’t know. She did know she wouldn’t be him. As the body is tossed overboard Mambo protests.
Mambo had tasted the rum earlier while exploring the kitchen, she knew it was poison, as evidenced by the completely useless and drunk Fishguts. She reasoned out the purpose, she had done as much to some of her former tribe, easier to control or kill. She prayed to Lamashtu silently and her deity skewed her mind Vision of madness myself for +1 to skill checks. Looking around her she surreptitiously poured out the drink and afterwards feigned chugging it in one go.
Sleight of hand, take 10, vision of madness: 10 + 6 + 1 = 17
Mambo tries her hand at Hog Nob. Again using Visions of Madness.
Toss the pig around, mad as a hatter: 1d20 - 4 - 4 - 1 ⇒ (3) - 4 - 4 - 1 = -6
She heaves the Hog above head but begins to buckle under the weight. So unbalanced Mambo tips over backwards and the Hog slides across the floor behind her before slamming into the foot of Grok. Mambo lies prone for a second before exclaiming, ”I won!”
Influence with loveable antics, mad as a hatter, diplomacy?: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Any chance we can get a list of the NPCs we can try to influence? I’m having trouble keeping up.

Arkhan Silvinesti |

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Heal: 1d20 + 4 ⇒ (14) + 4 = 18
Fort: 1d20 + 6 ⇒ (2) + 6 = 8
Charisma Bonus: 1d4 ⇒ 3
Influence (Diplomacy): 1d20 ⇒ 7
Arkhan watches the entertainment while tossing back rum and laughing at the poor sod.
Should of pull him back up for a tease and tossed him back over again. Bloody wimpy humans.

Cnut Bjornsson |

Fortitude: 1d20 + 5 ⇒ (1) + 5 = 6
Fatigue: 1d8 ⇒ 6
Charisma: 1d4 ⇒ 3
Full of liquid courage, (and a strong brew it is, on this ship!) Cnut saunters over to the barrel where crewmen are arm wrestling. He watches for a while, not particularly impressed. When there's an opening, he steps up and plants his elbow on the barrel's edge. "I'm not afraid o' you hot landers, I spent my childhood wreslin' bear in the cold north. Let's go."
Strength: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d2 + 2 ⇒ (2) + 2 = 4

DM Meleager |

~~~Reknar~~~
The crowd roared in laughter as the bard gave out his bawdy limericks. Even some of the more hardened pirates let out a small smile.
So getting at least a 20 in your check gets you a +2 bonus in your Charisma-based checks for the next 24 hours. But be careful, fail it bad enough and the crew may not be as interested.
"Oh, have I read you wrong then? I hope my effort hasn't gone to naught," she replied with faux shock.
~~~Chisomo~~~
Sandara eyed the soap with interest. "I knew I picked right," she grinned. "But we'll need to be sneaky about it."
You can only either sneak out or do your influence check for the night action atm. Given your roll, you're probably better off trying to sneak off. Luckily, Sandara's the rare cleric who's actually good at sneaking. Give me a Stealth check please.

![]() |

Pai Song just stands by and shakes her head the the keelhauling.
Fort Save for rum: 1d20 + 2 ⇒ (10) + 2 = 12
Rum effects: 1d4 ⇒ 21d8 ⇒ 3
Encouraged and lightheaded by the rum, she approaches Grok the quartermaster in the evening.
You there! I bet you got my stuff! Just to let you know, my stuff is dangerous! I'm a mighty sorceress and there's dangerous spell components and cursed items. Best you hand it back to me so i can sure it's handled safely! hicks..
Intimidate: 1d20 + 8 ⇒ (6) + 8 = 14
Feeling tired, she'll then go off to sleep.

DM Meleager |

~~~Djir~~~
Rosie stares daggers at the Grok before replying. "B%%*+ took my violin to her store after I called Kroop a limp noodle for stealin' my spot. The hell's I was supposed to know she's got a soft spot for the bloke?" I bet you can buy it back. Just don't mention my name, alright?"
~~~Pai Song~~~
Remember that it will be a Bluff check that you need to do for that to work. According to your roll and score thanks to your trains as well as the bonus for using the 'superstitious' card giving you a +4 bonus, that would bring your total to 16. Now let's see if you beat the Sense Motive check.
Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
Grok eyes the odd looking sorceress suspiciously. "I don't know... that cleric told me some of your other stuff was cursed too..." Yet her eyes were fixated in the intensity of the eyes enough that she looked unnerved. "You know what? Fine!" She frantically went back to the store. When she returned, she handed over her spell component pouch as well as 5 gp. "Take this and make sure whatever god you follow leaves me be."
~~~Chisomo~~~
Sandara grinned widely as the Tian woman successfully got some of her items back. "See? Some of your friends are gettin' it. What you know bout someone can be just as useful."
Chisomo had no trouble at all getting past any onlookers on her way to the bilge. Once she got to the bottom, she could hear footsteps following her to the bottom but not see anybody. That all changed when something plopped onto the water. A few seconds later and the redhead appeared out of thin air.
"Having invisibility in a pinch sure is useful sometimes," she smiled before tilting her head to the side. "Y'know. If it ain't for the soap on ya, I'd say you're tryin' ta have your way with me," she winked.

Mama Mambo |

Con vs fatigue, if needed: 1d20 + 2 ⇒ (1) + 2 = 3
I will get another IC post tomorrow night. Busy day today.

Reknar |


Djir Bentwhisker |

"We'll see what can be arranged Rosie, we will see...Well, I better be getting some sleep or Scourge will have the hide off of me in the morning."
With that, Djir finds someplace to sleep, to waken hopefully refreshed for the new day...

Chisomo |

"Y'know. If it ain't for the soap on ya, I'd say you're tryin' ta have your way with me," she winked.
Chisomo scoffs, "You aren't a target, and besides, seduction is a technique for lesser assass-" Chisomo abruptly stops, her cheeks burning. "You mean out of... affection. I am sorry; I have made you uncomfortable and that was not my aim."
Quickly she splashes herself to rinse off the lather. "I will go, enjoy the soap."

DM Meleager |

Sandara wrote:"Y'know. If it ain't for the soap on ya, I'd say you're tryin' ta have your way with me," she winked.Chisomo scoffs, "You aren't a target, and besides, seduction is a technique for lesser assass-" Chisomo abruptly stops, her cheeks burning. "You mean out of... affection. I am sorry; I have made you uncomfortable and that was not my aim."
Quickly she splashes herself to rinse off the lather. "I will go, enjoy the soap."
Sandara looked more amused by the mixup more than anything. "I was just teasing with ya," she waved it off. "You'll have to get used to moving forward. With a body like that you're bound to advances from the crew... though that can work against you" her tone turned more sorrowful... but only for a moment before she returned to her smile. "But that's another thing you can use to your advantage. I half expected you being with that half-orc who stayed with you."

Arkhan Silvinesti |

The Druid just grins pathetically and turns in for a long awaited rest.

Chisomo |

The tension leaves Chisomo's shoulders, and she much more comfortably resumes banter, "Wait, the hot one with the broken nose, or the old one who tried to grab me..?"

DM Meleager |

The tension leaves Chisomo's shoulders, and she much more comfortably resumes banter, "Wait, the hot one with the broken nose, or the old one who tried to grab me..?"
"The one who was up in the rigging chatting it up with Samms... was that a joke there? Nice. Together, the two women got themselves cleaned, the later probably for the first time in a while...
~~~Mama Mamba~~~
The goblin's silly antics as well as her affinity for good cooking was enough to fully commit herself to her side. She even invited the goblin to visit her in the store after cooking tomorrow.
Grok is now Helpful
~~~Day 2
The sound of a bell rings from the deck above. With how frantic your fellow pirates made their way up the stairs, it must be the signal to get to the top for your duties. But before you could reach the stairs before, you are blocked by the same posse that stared down at you in the beginning. The brunette woman scoffed as she gazed at the group.
"In a hurry?" The woman laughs as she shoved Chisomo back towards the others. "We don't need landlubbers like you makin' things bad for the rest of us."
"I thinks y'all need a reminder to know your place." The fat one slammed a fist into his calm with Japes nodding eagerly in agreement.
The blonde merely grinned in what looked like a slasher smile. No one seems to have any weapons on them, but it's clear that they are itching for a brawl.
Here is a map showing where you guys are
So what do you guys do?

![]() |

Pai Song smiles at Sandara after the compliments.
If you need someone to soap your back, i would gladly lend you a hand! It's quite good to have some stuff back, even though i'm still missing some important items!
-------------------------------------------------------------------------
The bell wakes up a quite sleepy Pai Song, her hair twilring and standing up she falls out of her hammock and wants to hurry after the others to avoid whatever.
Instead she finds herself cornered and in trouble, along with the people she had to pleasure to arrive here with.
Looking around between the gang wanting to bully them and what seems to be her gang now, she makes a decision.
I agree with you. There needs to be a reminder about our place!
She moves into a more favorable position to get as many of them as she can and then - chanting weird sounding words - releases a cone of madly swirling colors onto them, taking care she does not include anyone of her new gang.
Color Spray DC 13
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

Djir Bentwhisker |

Clearly, it's time to wait to see how that resolves...
Init: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
+3 dex +4 familiar
The ratman looks at trouble starting and warns everyone "Remember, the captain said killing's a keelhauling, and we all saw what's that last night...
(I see no other NPC's on the map)
He grins unpleasantly and continues "But no other rules were set...So looting them down to their smallthings and selling it all off to the quartermaster is fair game. He he heh."

Mama Mambo |

Initiative, fatigued: 1d20 + 2 - 1 ⇒ (1) + 2 - 1 = 2
Mambo nearly slept in with all the reverie last night. She narrowed her eyes at the implied threat and her instincts started to take over. The tattoo on her face began to glow a little bit as she drew divine power, but she was slower on the uptake than everyone else in the room.

Arkhan Silvinesti |

Arkhan rises early to make his daily prayers to Rull.
...and, if the kraken ain't too busy...
The Druid was just about to see a bucket about a leak, when the Backstreet Boys and Britney enter the sleeping hold.
Opening his mouth with a fully ladened retort, Arkhan silently mouths
Beat me my a second! Filthy pirates anyway.
The Druid readies to call on Rull for fog if the pirates look to be still fighting after watching the light show.
Readied Action casting Obscuring mist if more than half are still wanting to fight.
Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

DM Meleager |

The woman scoffed back at the ratfolk. "Plugg'll be more cross 'bout you bein' late after we knock out silly...
And then... chaos.
Initiative=Brunette: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative=Dwarf: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative=Fat man: 1d20 - 1 ⇒ (14) - 1 = 13
Initiative=Blondie: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative=Jape: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative=Scowler: 1d20 + 2 ⇒ (12) + 2 = 14
Will save, Brunette: 1d20 + 1 ⇒ (17) + 1 = 18
Will save, Fat man: 1d20 - 1 ⇒ (2) - 1 = 1
Will save, Dwarf: 1d20 + 1 ⇒ (7) + 1 = 8
Will save, Japes: 1d20 + 1 ⇒ (1) + 1 = 2
Will save, Scowlie: 1d20 + 2 ⇒ (10) + 2 = 12
Everyone hit except for Brunette is unconscious, blinded and stunned for 2d4 ⇒ (3, 1) = 4 rounds, then blinded and stunned for 1d4 ⇒ 1 rounds, then stunned for one more round.
The sorcerer stepped forward and unleashed a wash of color from her hand. The woman in the lead opened her eyes in shock. "Mage! Cover your eyes![/dice]
Unfortunately for her, no one else heeded her advice and everyone but the blonde fell over, stunned, blinded and out of commission.
The two remaining women looked at their downed combatants, then back at the crew who now outnumber them, then groaned. [B]" Screw this. Scourge isn't paying me enough for this."
The blonde frowned back. "You told me I'd get ta play with them Aretta. You promised."
"You go ahead if ya want Syl. I ain't gonna be late for work." Aretta rushed up the stairs, with Syl looking back at them as if she thought about approaching... then simply smiled. "Don't think you'll be safe here for just a couple spells..." she spoke darkly before slowly creeping back up.
Combat over!
A few other brave pirates watched the spectacle and were looking impressed with what they did.
For that, I'll give Pai Song a +2 bonus in influence checks for the day.

Chisomo |

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Chisomo falls comfortably into a ready stance, nodding at Japes. "Try to keep your guard up this time. You won't stay so pretty if you don't protect your face."

![]() |

I guess they are 2hd or less? 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) If they are 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
unconscious, blinded, and stunned for: 2d4 ⇒ (3, 3) = 6
then blinded and stunned for: 1d4 ⇒ 1
+1 round stunned.
Pai Song smiles as she sees several of the offenders drop onto the floor, overwhelmed by the rainbow of love she showered them with.
What was that about our place? Ah yes right. I thought so.
She turns to her fellow newcomers on the ship.
I believe you wanted to have a word with some of these good people? Now seems to be the time.
Sorry for taking most of the action here, didn't expect that to be so effective with DC13.

Djir Bentwhisker |

"Obvious these 3 slugabeds are malingering and shirking. I say we haul them upstairs right quick for Mr. Plugg to deal with. "
Djir proposes to everyone (party and observers) room to quickly haul these no doubt unloved goons ones upstairs for Mr. Plugg's tender mercies...
Diplomacy: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
+1 cha +1 guidance from Cevanne
This is obviously to convince the other pirates in the hold to go along (it shouldn't be difficult, I doubt they love Scourge's goons); PC's make their own decisions.
Djir moves quickly to carry out his plan, grabbing Japes to help carry him up to Pluggs. He also takes the opportunity to pickpocket Japes...
Sleight of Hand: 1d20 + 1 + 3 + 3 + 1 ⇒ (16) + 1 + 3 + 3 + 1 = 24
1 rank +3 trained +3 dex +1 guidance from Cevanne
Upon getting them up on deck, he immediately reports, "Mr Pluggs, these 3 slugabeds clearly took too much rum last night and are not fit for duty. We'll leave them to your tender care."
Bluff: 1d20 + 1 + 3 + 1 + 1 ⇒ (15) + 1 + 3 + 1 + 1 = 21
1 rank +3 trained +1 cha +1 guidance from Cevanne
Instead Djir heads up the stairs to report for chores. He pretends to stumble as he slips between the unconscious bodies, and takes the opportunity to pickpocket the Fat Man...
Sleight of Hand: 1d20 + 1 + 3 + 3 + 1 ⇒ (12) + 1 + 3 + 3 + 1 = 20
1 rank +3 trained +3 dex +1 guidance from Cevanne
After that, he simply joins the crowd waiting for the day's duty assignments.
Let it not be said that I play fair.

Chisomo |

If Syl doesn't back down, then Chisomo will put her down.
Bludgeoning: 1d6 + 6 ⇒ (5) + 6 = 11
Punch: 1d20 + 4 ⇒ (16) + 4 = 20
Bludgeoning: 1d6 + 6 ⇒ (6) + 6 = 12

Reknar |

She turns to her fellow newcomers on the ship.
I believe you wanted to have a word with some of these good people? Now seems to be the time.
"That was impressive" - Reknar nodded at Pai Song, then walked past those lying there unconscious, heading upstairs - "I have nothing to say to these" - he spat.
"Obvious these 3 slugabeds are malingering and shirking. I say we haul them upstairs right quick for Mr. Plugg to deal with. "
"Count me out" - he grunted - "Not interested in giving Plugg any satisfaction, even if these idiots deserve it" - he replied to the ratman, then took off.

DM Meleager |

~~~Djir~~~
The ratfolk finds a good number of items on the man. Among them are a throwing axe, cutlass, dagger, sap and a leather
belt.
The others find no problem getting the rest of the way up to the deck. Plugg glares at Scourge who is failing miserably at hiding his displeasure at the circumstances. It takes nearly 2 minutes before the other assailants carry an unconscious Syl up to the deck. Sandara volunteers to bring the blonde back to conscious while Plugg decided to settle what happened at Bloody hour.
Rigging Tasks
Reknar: 1d6 ⇒ 3
Cnut: 1d6 ⇒ 5
Swabbing Tasks
Pai Song: 1d6 ⇒ 3
Chisomo: 1d6 ⇒ 6
Djir: 1d6 ⇒ 4
Arkhan: 1d6 ⇒ 5
Mamba: 1d6 ⇒ 5

Djir Bentwhisker |

No purse, boo! All those weapons will be medium sized I guess. Djir loots the sap and hides it under his jerkin.
Also, just to be clear Mama Mambo is on the Cook's Mate tasks list, not the swabbing task list, right...
Djir is doing Hauling Rope and Knot Work today, and again, his daytime activity is to sneak (exploring the main deck this time, having explored the middle deck yesterday).
Profession Sailor: 1d20 + 1 + 3 + 1 + 1 ⇒ (3) + 1 + 3 + 1 + 1 = 9 vs DC 10
1 rank +3 Trained +1 wis +1 guidance (from Cevanna)
Con Check: 1d20 + 2 ⇒ (1) + 2 = 3 vs DC 10
+2 con
Perception: 1d20 + 1 + 3 + 1 + 2 + 1 ⇒ (16) + 1 + 3 + 1 + 2 + 1 = 24 to explore area The main deck
1 rank +3trained +1 wis +2 racial+1 guidance (from Cevanna)
***
At the noon meal, he takes an opportunity to sneak the sap to Cnut, whispering "A favor for a favor, until the end. Ya seems a might find this useful sometime, not like our lady of flying fists."

Reknar |

Profession (Sailor): 1d20 + 5 ⇒ (11) + 5 = 16
Reknar is beginning to get used to the simulacrum of freedom and fresh air up there - his tasks coming more easily as he got the hang of it.
Was in doubt if we were 'allowed' to continue Taking10?
The wild shapechanger working the rigs remained a mystery and almost completely silent for the most part, so the ex-sergeant gave him a wide berth.
"A couple of goons tried to jump me and a few of the other new guys" - he commented matter of fact to the halfling with a rat face - "Just like that. They are probably still lying on their asses down below" - he added - "Idiots. What do they stand to gain from that? Unless Plugg would sent them at us?" - the half-orc shrugged - "Anyways. Name's Reknar" - he finally introduced himself.
Influence: 1d20 + 2 ⇒ (12) + 2 = 14

![]() |

Mopping the Deck: 1d20 + 2 ⇒ (9) + 2 = 11
Pai Song takes on the for her pretty humiliating tasks of mopping the deck, something she's never done before.
The hard reality of being kind of a prisoner in a pirate crew began to dawn and hit on her as she mopped the planks barefoot on her knees...
She looks around who is near, realizing that she best makes some new friends here fast.

DM Meleager |

I thought I had that written down, but I guess that got eaten up. It doesn't say how much someone has in gp so I'd assume he keeps his money in his locker.
@Reknar That should be fine for the most part.
~~~Djir~~~
The ship’s main deck runs between the
foredeck and poop deck. The mainmast rises from the
center of the deck, extending 60 feet into the air and topped
by a crow’s nest. Rigging connects the mainmast to the
ship’s other masts and can be crossed with DC 10 Acrobatics
or Climb checks. Several strands of thick rope are secured
to the foot of the mainmast for use as a whipping post. An
Escape Artist check (DC 20 + the binder’s CMB) is required
to escape the bonds. The ship’s clock, a macabre brass-andcopper object depicting worms writhing through whale
corpses, hangs from the mast above the whipping post. Not
only does the clock keep time, but its bell strikes at dawn and
dusk to signal the beginning and the end of the workday.
Two 10-foot-square hatches sit in the deck fore and aft
of the mainmast. These hatches are thick wooden grilles
(hardness 5, hp 30, DC 25 Strength check to lift) and open
onto the middle hold (area A6) 15 feet below. At the fore of
the ship, two doors lead into the officers’ quarters (area A4),
while two doors aft lead to the captain’s quarters (area A5).
A large wooden box bound in iron sits just beneath the
bridge. This sweatbox, used to torment sailors, has just
enough room to hold one Medium creature (and can be
altered to confine a Small creature). It is locked with a
good lock (Disable Device DC 30)
You notice that the doors on each room appear to belong to the officers' room as well as that of the captain himself and what looks like a lab for a mage. All doors however appear to be locked.
You can see that the officers have their own lockers. The question is... are you willing to take the risk ;)
~~~Reknar~~~
The halfling looked at Reknar dismissively. "Must have been Scourge sending 'em. Plugg doesn't seem to care as long as you're working. I don't want any of that drama."
"They did the same to me too." The two could see Sandara chime in on the conversation. "Scourge'll only continue till we're all willingly under his heel. Best we give them a chance."
The halfling takes a few seconds to think before shrugging. "Might as well side with someone I know can protect me," he concluded. "You can call me Ratline. You can probably guess why," he spoke dryly. Besides the face, he also only has three fingers on each of his hands.
It took a bit of nudging, but Ratline is now Friendly Remember that you can use a Helpful NPC to give you a +2 bonus to your influence check. You would have failed the check, but the bonus got you over the hump.