
Laroisael |

Strength check: 1d20 + 1 ⇒ (19) + 1 = 20
Constitution check: 1d20 ⇒ 3
While Laroisael manages to get the bilges nice and clean, she's so exhausted by the end of the day that she can barely stand.

brvheart |

[dice=Dexterity]1d20 + 4
Nuts' day ends with several rope burns and a series of cramps in both his forearms. He is, nonetheless, amused with Manny smelling like boiling lard. He asks what is that about.
After two weeks, Nuts may have finally gone nuts. His eyes go wide as Manny tells him what he was doing that day. He shakes his head in disbelief. "I'm sorry, did you just tell me we have pig pens on this ship?"
The halfling starts cackling loudly. "Hehe.... he... This is just a fever dream. I am stranded somewhere, dying of heatstroke, and this whole experience is just my head's death throes... No... I don't believe you."
He looks around the bunk room. "Hehe. None of you are real!"
He starts cackling again, and pulls off his shirt. He comes to Lonegan's bunk, pulls out, and starts showering the bunk in... well, urine.
"What? What are you gonna do? You're all just in my head! Haaaa-hahahaaaaa!"
Nuts must be really out of it, cus y'all are sleeping in hammocks!
Lonegan wakes up pissed and ready to fight.
"You just wait til the next time I finds ye alone.
Needless to say you have lost any further chance at influencing any crew that are hostile to the party.

Emerald Delta Waters |

Passing messages to the crew and officers
of the Wormwood in all parts of the ship except
officers’ cabins (areas A4 and A5), requiring a DC 10
Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being
fatigued at the end of the shift. A PC with the Run feat
automatically succeeds at this task.
Well, If ever had to feel Nike, now is the time, why do I feel ill prepared for this duty. I knew I should have learned that spell expeditious retreat. I will probably trip over my own feet, I'm such a klutz.
Day 1
Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13
constitution: 1d20 + 1 ⇒ (13) + 1 = 14
Well, I surprise myself the first day, and as usual, fall on my face the second day. I guess I ran out of steam. Hey look, I'm miss congeaneality!! Everyone secretly wants you to fall and be the fool. I'm up and going again with a smile, whatever!!
Day 2
Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6
constitution: 1d20 + 1 ⇒ (3) + 1 = 4

Laroisael |

Just realized that there are two different days for work. rolling the other checks
Strength Check 2: 1d20 + 1 ⇒ (3) + 1 = 4
Constitution Check 2: 1d20 ⇒ 12
The next day, Laroisael is still too exhausted to properly work, but this time she manages to conserve her energy...and hopes that she doesn't get a flogging.

Capricia the Pirate |

===========================================================
DAY 14
===========================================================
Capricia works hard during her shift, slipping away briefly for a somewhat flirtatious chat with the gnome, Conchobhar. She's briefly unhappy with having to climb up after Nuts's prank, but when she hears who the target was, she thinks, Couldn't happen to a nicer person!
Daytime Action: INFLUENCE (Conchobhar)
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (16) + 1 = 17
Capricia the Pirate Diplomacy Check (Conchobhar; feminine wiles): 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
===========================================================
NIGHT 14
===========================================================
That night, Capricia approaches Shivikah, again offering to arm-wrestle the bigger woman.
Nighttime Action: INFLUENCE (Shivikah)
(Best 2-out-of-3?)
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (20) + 1 = 21
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (16) + 1 = 17
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (19) + 1 = 20
Capricia the Pirate Diplomacy Check (Shivikah; arm-wrestling): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
===========================================================
DAY 15
===========================================================
On Day 15, Capricia again aces her task; she finds that pushing the heavy holystone around seems to have tomed her arms and even added a bit of muscle. She again, seeks out Shivikah and the result is similar.
Daytime Action: INFLUENCE (Shivikah)
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (19) + 1 = 20
Capricia the Pirate Diplomacy Check (Shivikah): 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
===========================================================
NIGHT 14
===========================================================
That night, Capricia saves some of her rum ration and seeks out the quartermaster, Grok. Having spoken with her briefly when she'd gotten her gear returned after the boarding school exercise, Capricia offers the rest of her rum as a gift, then spends a good amount of time getting to know the half-orc better.
Daytime Action: INFLUENCE (Cut-Throat Grok)
Capricia the Pirate Diplomacy Check (Cut-Throat Grok; booze bonus): 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
YIKES! 1, 4, 3, & 1 for her Diplomacy checks! I'm afraid Capricia may have done more harm than good!

brvheart |

===========================================================
DAY 14
===========================================================Capricia works hard during her shift, slipping away briefly for a somewhat flirtatious chat with the gnome, Conchobhar. She's briefly unhappy with having to climb up after Nuts's prank, but when she hears who the target was, she thinks, Couldn't happen to a nicer person!
Daytime Action: INFLUENCE (Conchobhar)
[dice=Capricia the Pirate Strength Check]1d20+1
[dice=Capricia the Pirate Diplomacy Check (Conchobhar; feminine wiles)]1d20+5+2
===========================================================
NIGHT 14
===========================================================That night, Capricia approaches Shivikah, again offering to arm-wrestle the bigger woman.
Nighttime Action: INFLUENCE (Shivikah)
(Best 2-out-of-3?)
[dice=Capricia the Pirate Strength Check]1d20+1
[dice=Capricia the Pirate Strength Check]1d20+1
[dice=Capricia the Pirate Strength Check]1d20+1[dice=Capricia the Pirate Diplomacy Check (Shivikah; arm-wrestling)]1d20+5+2
===========================================================
DAY 15
===========================================================On Day 15, Capricia again aces her task; she finds that pushing the heavy holystone around seems to have tomed her arms and even added a bit of muscle. She again, seeks out Shivikah and the result is similar.
Daytime Action: INFLUENCE (Shivikah)
[dice=Capricia the Pirate Strength Check]1d20+1
[dice=Capricia the Pirate Diplomacy Check (Shivikah)]1d20+5+2
===========================================================
NIGHT 14
===========================================================That night, Capricia saves some of her rum ration and seeks out the quartermaster, Grok. Having spoken with her...
Well Cut Throat Groak was already friendly so it was a DC 5 so yoy made her helpful, however you already got the XP for her. The other two are unfriendly so the DC was 20 for them.

brvheart |

1, 4, 3, & 1 for her Diplomacy checks are rediculous. I am going to grant rerolls.
Capricia the Pirate Diplomacy Check: 1d20 + 5 ⇒ (5) + 5 = 10
Capricia the Pirate Diplomacy Check: 1d20 + 5 ⇒ (19) + 5 = 24
Capricia the Pirate Diplomacy Check: 1d20 + 5 ⇒ (16) + 5 = 21
Capricia the Pirate Diplomacy Check: 1d20 + 5 ⇒ (1) + 5 = 6
So granting influence for Shivikah and Grok

Nutѕ |

"You just wait til the next time I finds ye alone.
Nuts' crazed eyes keepon laughing in Lonegan's face. "Hahaha! Why? Why wait? You scared?"
NUTS!! You gone sea mad, you crazy bro, come on, come over here where Manny has warm blankets. Lullaby, lullaby, sleep little haflink.
He turns around to glance at the gobbo. "It's all fake, Manny! Can't you see?" the halfling smirks through a mad smile.

Emerald Delta Waters |

Day 1 night action
[dice=Try to entice Conchobhar Shortstone in a game with us, using my feminine wiles, and Ratsberger into trying some of manny brew with me, how about strip poker guys.]1d20 + 2 ⇒ (14) + 2 = 16 1d20 + 2 ⇒ (9) + 2 = 11
guess not getting anywhere with the gnome.

brvheart |

"Emerald Delta Waters" posted in discussion in error wrote:guess not getting anywhere with the gnome.Day 1 night action
[dice=Try to entice Conchobhar Shortstone in a game with us, using my feminine wiles, and Ratsberger into trying some of manny brew with me, how about strip poker guys.]1d20 + 2 ⇒ (14) + 2 = 16 1d20 + 2 ⇒ (9) + 2 = 11
You are too tall and skinny for him

brvheart |

Day 17: Unpleasant Duties
At this stage of the journey, you and your allies and Scourge and his followers have become mor polarized. NPCs who are already hostile to the PCs can no longer be inf luenced by the you.
Scourge has also wholly convinced Mr. Plugg that you are trouble, no matter what they have done. Mr. Plugg begins making more appearances at this point, taking a personal interest you, soundly abusing you, carefully noting each mistake for punishment, and generally bullying and trying to humiliate them.
With the exception of the cook’s mate, we will longer roll for random tasks each day. From now on, Mr. Plugg assigns you the worst duties or the duty they most hate every day.
Manny's galley roll: rnd: 1d6 ⇒ 5
Bull Session: Drinking with Ambrose Kroop and
listening to his stories. The cook’s mate must
drink an additional rum ration, but is able to take
an additional ship action during the day.
Nuts
Since you seemed to like your duties so well the last two days, Mr Plugg decides they will be yours permanently
Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
Capricia and Laroisael
Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.
Emerald
Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.
These will be your duties for at least the next two days.
Sandara does her best to try and get the group to bide their time, it should come soon - hopefully

Nutѕ |

Nuts laughs himself into sleep after spraying Lonegan's hammock. On the following days, he seems distant, and his fits of laughter don't stop, although they reduce in frequency. As he ties ropes around the parrot, he has one-sided conversations with the bird about fish, coconuts, and woodworking. At some point, he promises to build a nice sitting pole for the bird. His hands seem to be on autopilot at this point, with his gaze being distant most of the time.
Day 1 / Dex: 1d20 + 4 ⇒ (16) + 4 = 20
Day 2 / Dex: 1d20 + 4 ⇒ (16) + 4 = 20
I assume, but would like this confirmed. Does a medicine kit contain a bonesaw?

Laroisael |

Laroisael Strength check: 1d20 + 1 ⇒ (3) + 1 = 4
They managed to give her the roughest parts of swabbing the deck, and Laroisael becomes exhausted by the end of it.

Emerald Delta Waters |

So are you going to take the rogue talent for alchemy?
Minor Alchemy
Prerequisites: 10 Intelligence.
Benefit: A rogue with this talent chooses one 1st-level formulae from the Alchemist formulae list that she may prepare as an alchemist’s extract once per day from memory, using her rogue level as her caster level. The rogue does not gain or need a formulae book, and does not count as being an alchemist, a spellcaster, or possessing a formulae book for any other purpose.
Major Alchemy
Prerequisites: Minor Alchemy, 11 Intelligence.
Benefit: A rogue with this talent chooses a 1st-level formulae from the alchemist formulae list. She may prepare this extract from memory, just like the formulae gained from the Minor Alchemy talent. She may create two extracts from memory each day, and these extracts may be carried and imbibed by others, as if the rogue possessed the Infusion alchemist discovery.
Alchemist Discovery (Ex)
Benefit: The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, and poison conversion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.
Bomber’s Discovery (Su)
Prerequisite(s): bomber rogue talent
Benefits: A rogue with this talent gains an alchemist’s discovery that modifies a bomb.
advanced talent
Mutagen (Su)
Prerequisites: Major Alchemy, Advanced Rogue Talents.
Benefit: A rogue with this talent may prepare a mutagen as the alchemist class feature, using the rogue’s level -4 as her alchemist level when determining the mutagen’s duration. These levels stack with any alchemist levels she possesses for this purpose.
Also recommend
Rope Master — Move at normal speed when using a rope while climbing PZO1118
Bomber
Contents [show]
Bombers forgo the backstabbing associated with most rogues. Instead, bombers focus on the construction and lobbing of explosives to control and destroy their foes. A bomber is more likely to blow a hole in a wall than bother disarming a trapped door.
The bomber is an archetype of the rogue class.
Bomb
At 1st level, a bomber gains the bomb and throw anything abilities as an alchemist of the same level. If a character already has bomb from another class, the levels from the classes that grant bomb stack to determine the effective alchemist level for the bomb’s extra damage dice (so an alchemist 1/ rogue 1 deals 1d6 + Int damage with a bomb like a 2nd level alchemist, a rogue 2/ alchemist 1 deals 2d6 bomb + Int damage like a 3rd alchemist,
and so on.)
This ability replaces sneak attack.
Or
Chemist
Contents [show]
A chemist is a practical alchemist, one who cares more about getting the job done than studying strange theory or ancient magic. A chemist is an expert of the firebomb, tanglefoot bag, and itching powder, inhibiting his foes and controlling the battlefield with equal ability. A chemist knows how to turn any challenge to his advantage, and no matter the situation he may find himself in, a chemist can brew the right tool for the job.
The chemist is an archetype of the rogue class.
Weapon Proficiency
A chemist gains proficiency with bombs.
🔊
Budding Alchemist
A chemist adds half his rogue level as a bonus to his Craft (alchemy) skill.
Throw Anything (Ex)
All chemists gain the Throw Anything feat as a bonus feat at 1st level. A chemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.
This ability replaces trapfinding.
Tactical Alchemy
At 3rd level, whenever the chemist uses alchemist bombs or any non-magical, alchemical weapon or item, the DC needed to overcome the effects or halve the damage increases by 1. The damage and splash damage of his bombs and alchemical weapons is also increased by 1.
These benefits increase by an additional +1 at 6th level, and by +1 for every three levels beyond to a maximum of +6 at 18th level.
This ability replaces trapsense.
Sneak Attack
A chemist gains sneak attack at a slightly slower rate than a normal rogue. He gains sneak attack dice at 1st level, 4th level, and every 3 levels thereafter, to a maximum of 7d6 at level 19.
Bomb (Su)
Starting at 3rd level, the chemist learns to make bombs, similar to the alchemist’s bomb class feature. The chemist may create a number of bombs per day equal to his rogue level plus his intelligence modifier. Treat the chemist’s rogue levels as alchemist levels when determining bomb variables or effects that depend on caster level or alchemist level. If the chemist gains bombs from any other class, add these class levels together to determine bomb variables and the total number of bombs usable per day.
Precision Throw (Ex)
At 3rd level, a chemist may add his sneak attack damage to damage dealt with bombs and splash weapons, so long as the target is hit directly with the splash weapon, and is flat-footed or denied their Dexterity bonus to AC. The sneak attack damage is of the same damage type as the weapon, and if a saving throw halves the damage, the sneak attack damage is also halved. Abilities that alter sneak attack may be applied to these attacks as normal.
Sneaky Bomb (Ex)
A chemist may create a bomb and hide it somewhere on a creature instead of throwing it. This re- quires a Sleight of Hand check outside of combat, or a steal combat maneuver check in combat.
If the check is successful, then the bomb has been planted successfully and will detonate at the end of the rogue’s turn, dealing damage, sneak attack damage, and splash damage as normal. If the check fails, the bomb has not been placed on the target, and must be used the next round or explode in the chemist’s hands.
Chemistry
A chemist may select any of the following alchemist discoveries in place of a rogue talent: explosive missile, strafe bomb, breath weapon bomb, fast bombs, precise bomb, or any alchemist discovery available to him as a bonus discovery through his bomb class feature. Treat his rogue levels as alchemist levels when meeting prerequisites or determining effects of his alchemist discoveries.
Underground Chemist
Underground chemists are part of the rotting, fetid underbelly of the alchemical world. While underground chemists can’t hold a candle to dedicated alchemists, they’re tricky and dangerous with alchemical substances and potions.
Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
This ability replaces evasion.
🔊
Precise Splash Weapons (Ex)
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
This ability replaces the rogue talent gained at 4th level.
Discovery (Su)
At 10th level, an underground chemist can select one of the following alchemist discoveries in place of a rogue talent: concentrate poison, dilution, enhance potion, extend potion, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, or sticky poison. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one.
This ability alters advanced talents.
Rogue Talents: The following rogue talents complement the underground chemist archetype: black market connections, fast fingers, lasting poison, sniper’s eye, and swift poison.
Advanced Talents: The following advanced rogue talents complement the underground chemist archetype: deadly cocktail and thoughtful reexamining.

Emerald Delta Waters |

Here we go again (captain and Tanil)
Day 1
Bilges strength: 1d20 + 0 + 4 ⇒ (19) + 0 + 4 = 23
Bilges constitution: 1d20 + 1 ⇒ (2) + 1 = 3
Well, work hard and fall over. Apparently getting stronger.
Day 2
Bilges strength: 1d20 + 0 + 4 ⇒ (13) + 0 + 4 = 17
Bilges constitution: 1d20 + 1 ⇒ (10) + 1 = 11

brvheart |

Day 19:
Manny's galley roll: rnd: 1d6 ⇒ 1
Cooking: Assisting Ambrose Kroop in preparing
the day’s meal.
Everyone else has the same task as the previous two days except for Nuts. He, Slippery Syl Lonegan and Tam Narwhal Tate are assigned to pump out the bilges. Master Scourge and Mr Plug will search you first for weapons and will forcibly remove any they find.

brvheart |

After a few minutes, Slippery Syl Lonegan accuses you of slacking. He draws a dagger. Roll initiative.
initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Yes, you are alone, one on two and no one but Sourge and Plugg knows that it is happening. Needless to say, they let their guys have weapons.

Nutѕ |

While he is patted for weapons, Nuts chuckles. "No weaponry on me, officers. But if you want to take away these guns," he pats his biceps "I won't be able to perform my assigned duties."
Nuts experiences fits of laughter as he works. He occasionally peeks towards the trusty colleagues in the room with him. He does not seem surprised when blades are drawn, and chuckles.
"Ahehe... If that's how you want to go, I hope crabs enjoy the taste of your dung-smeared noses. Heheh... or what will be left of them."
Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

brvheart |

Vikla Ragnardottir
Your duty is to swab the decks with Capricia and Laroisael
Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.

brvheart |

I'll give ya FF on that one.
Lonegan takes a swipe with his dagger
Piss on me will ya. I'll cut you up and feed you to the fishes
dagger: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d4 + 1 ⇒ (4) + 1 = 5

brvheart |

You already have an 18 AC. They can't hit for crud. I would not fight defensively. Need to bring one down before they get lucky

brvheart |

Emerald is a runner today
Runner: Passing messages to the crew and officers
of the Wormwood in all parts of the ship except
officers’ cabins (areas A4 and A5), requiring a DC 10
Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being
fatigued at the end of the shift. A PC with the Run feat
automatically succeeds at this task.

Emerald Delta Waters |

now this would be much easier if I just used my message spell
I won't use message spell on the crew but anytime I go past manny, I will leave it running so he can listen in to what going on like a ships pa system that only he can hear, last 20 minutes at a range bigger than the entire ship.
Acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11
Fortitude: 1d20 + 1 ⇒ (4) + 1 = 5
So at the end of the day, I am spent.

Vikla Ragnardottir |

A bit before Noon the lookout claims to be seeing some debris and an improvised flag.
Someone useing a chest for a raft, with a longspear stick out of it topwise is paddling towards the wormwood.
As a highly improvised sail/flag, that person blouse is used with the words "I am a cleric and can heal people!" written on it.
Free crewmembers are of course attractive prospects, so Vikla is given rope to get up. She immidiatly manages to piss off Plugg and Scourge by asking
Capricia for permission to come aboard, thinking she is an officer while Plugg and Scourge arent.
Which immidiatly puts her on his shitlist, and she has enough sense motive to figure out who else is on there for protection in numbers.
con: 1d20 + 1 ⇒ (15) + 1 = 16
Day action:
Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15
Greetings, I am Vikla, formerly of the Icebrytar, got cast overboard uring a storm and a naughty Kraken. You would be the quartermaster? I can assist stretching out our freshwater supply by creating 4 gallons of freshwater, although it disappears afer 24 hours if not consumed. I can also magically mend things, but that takes a bit more time then the freshwater creation.
She then gets back to her duty.
con: 1d20 + 1 ⇒ (15) + 1 = 16

Emerald Delta Waters |

They don't like casters here, superstitious of witches

Master Scourge2 |
** spoiler omitted **
[dice=con]d20+1
Day action:
[dice=Diplomacy]d20+5
Greetings, I am Vikla, formerly of the Icebrytar, got cast overboard uring a storm and a naughty Kraken. You would be the quartermaster? I can assist stretching out our freshwater supply by creating 4 gallons of freshwater, although it disappears afer 24 hours if not consumed. I can also magically mend things, but that takes a bit more time then the freshwater creation.
She then gets back to her duty.[dice=con]d20+1
Vilka is brought before the ships boatswain and master-at-arms, "You, can keep yer poisoned brew, Wez not be drinkin' it. Give her to Mr. Plugg while I decide what to do with her."
Plugg set her to scrubbing the decks for the day, joining several other of the crew.

Vikla Ragnardottir |

weird ship, magic is useful and should be used, heck, if I had hidden useful abilities on the Icebrytar I would have gotten into trouble.
Vikla shrugs.
Are they Rahadoumi or something? Dont like like it at least

brvheart |

weird ship, magic is useful and should be used, heck, if I had hidden useful abilities on the Icebrytar I would have gotten into trouble.
Vikla shrugs.Are they Rahadoumi or something? Dont like like it at least
No, not Rahadoumi. They don't like them either. They just don't like magical water, well Harrigan, the captain doesn't. You will spot one of the NPC's is wearing a holy symbol of Besmara.

Nutѕ |

After a long day of work, Nuts climbs out of the bilges with a bloodied shirt and a few wounds. Chuckling as he walks, he offers a sly smile to Plugg and Scourge. "Officers... Your dogs need more bite instead of bark." he flaunts his injuries.
Walking past them, he slows down to say "Bilge is clean, by the way. It took a while, since I had to work alone. My apologies."
Chuckling, he nods and heads to his hammock.

Vikla Ragnardottir |

Vikla makes a mental note to approach her sister in faith when a less observed opportunity arises.
sense motive: 1d20 + 8 ⇒ (4) + 8 = 12
And tries to make some sense of the situation, the wormwood is rather different from the "Icebrytar" she served on previously.

Vikla Ragnardottir |

Ship I was on got struck by a tasty combination of Kraken and storm, got flung overboard, did some paddling with a random chest and got lucky your ship found me. Good thing the water is warm, that the kraken probably scared of the wildlife, and that I can create drinking water. I am Vikla, formerly crewmember of the Icebrytar under Captain Sigurdr "Snake in the Eye" Skuggason nice to meet you.
Vikla has an Ulfen accent and is likely from way up north.
Under Besmaras code, I am bound to serve on a ship that saves my life, at least until port.

Emerald Delta Waters |

They are campaigning around here, not sure for what, but either way, not good at all.

Laroisael |

Strength check: 1d20 + 1 ⇒ (12) + 1 = 13
Laroisael barely works herself to exhaustion today. She manages to go by Vikla and whisper, “Laroisael. Stick close to us. The captain and his lackeys can be cruel at times.”

Nutѕ |

"Well..." the halfling sighs. "Welcome to the ship of my dreams." he smiles.
"That might be sarcasm on my part, or it could be a very factual statement. Perhaps both..."
He rubs the bridge of his nose. "I'm gonna have a headache. Blood loss, maybe... Gotta sleep on it."
He lies down, keeping an eye in the direction of Team Lonegan.

Nutѕ |

Nuts looks at the newcomer with a hint of confusion. His cheeks flash red for a moment. "I appreciate the offer, but..."
He sits back up. "You see, I was brought up in a traditionalist family. As much as a runaway slave's family can be traditional..."
He pauses.
"Anyway... I am considered a bit of a black sheep among my siblings, but this one stuck with me. I don't do THAT on first dates. I'm sure you are a lovely person, but..."
"Maybe start with a dinner or something? Tea, even? Hell, a brief chat?"

brvheart |

Sandara has just done a few channels when needed. She has not tried to actually do healing on anyone. Not sure how some of these mmm, people would take it

Vikla Ragnardottir |

Oh, are you confusing me for, like, a Shamiran or Nocticulan Cleric/Oracle who heals with kisses and caresses? While such a person exists on the Icebrytar, its not me, I am a pretty standard cleric, and I am not attractive enough for thsoe stunts anyway. Oh Callistrians do that occassionally too but its rarer. Vikla chuckles
My healing goes by invoking Besmaras name to grant you reprieve from wounds.
Then I hear a sea shanty, sarcastic remark or a warsong in my head, I touch someone, some goldenish light happens and wounds close up. Nothing naughty in that as far as I am concerned although some of our company here may disagree.
She shrugs a bit
While the whole kissing/caressing thing to cast heal spells is pretty good for morale, because spoiler, priestesses or oracles of the first Succubus or her second in command tend to look really hot, it is somewhat impractical during combat. Like, kneeling down to kiss someone who is about to die takes way more time that just, touching him or her.
Vikla narrowly stops herself before sperging more on the pros and cons of various ways of divinely healing people.

brvheart |

Oh, are you confusing me for, like, a Shamiran or Nocticulan Cleric/Oracle who heals with kisses and caresses? While such a person exists on the Icebrytar, its not me, I am a pretty standard cleric, and I am not attractive enough for thsoe stunts anyway. Oh Callistrians do that occassionally too but its rarer. Vikla chuckles
My healing goes by invoking Besmaras name to grant you reprieve from wounds.
Then I hear a sea shanty, sarcastic remark or a warsong in my head, I touch someone, some goldenish light happens and wounds close up. Nothing naughty in that as far as I am concerned although some of our company here may disagree.
She shrugs a bit
While the whole kissing/caressing thing to cast heal spells is pretty good for morale, because spoiler, priestesses or oracles of the first Succubus or her second in command tend to look really hot, it is somewhat impractical during combat. Like, kneeling down to kiss someone who is about to die takes way more time that just, touching him or her.
Vikla narrowly stops herself before sperging more on the pros and cons of various ways of divinely healing people.
Are you casting CLW? If so, please roll for it.

brvheart |

Nuts, you are going to make Rosie jealous! And that is probably not a good thing!!!!