
brvheart |

Manny
Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish.
Nuts
Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.
Capricia and Laroisael and Harask
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
Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.
Daytime Ship Actions
Work Diligently: Gain a +4 bonus on any one check for a
job’s daily task
Influence: Make normal checks for a job’s daily task and
attempt to influence a single NPC
Sneak: Make normal checks for a job’s daily task and
briefly explore one area of the ship (the PC can make a
single Perception check or other skill check with no chance
of detection)
Shop: Take a –2 penalty on all checks for a job’s daily task
and visit the quartermaster’s store (area A9)
Shirk: Take a –2 penalty on all checks for a job’s daily task
and take time exploring one area of the ship. The PC can
take 10 on a single Perception check or other skill check, but
must make a check to avoid being discovered (see below).
Nighttime Ship Actions
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 (see page 67)
Entertain: Make one Perform check to entertain the crew
(see page 67)
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 (see below).
Everyone will have three day time actions and two night time actions.

Capricia the Pirate |

============================================================
DAY ONE
============================================================
The next day, Capricia learns that the 'reward' for her strong showing of seamanship during the storm is...being made to swab the decks! She grumbles quite a bit under her breath but finds time to give Laroisael a big hug. "I'm so happy you were rescued yesterday! That must've been terrifying being swept overboard into such a stormy sea!"
Later in the day, Capricia whispers, "I'm going to try to speak with that Crimson Cogward fellow. He seems capable...and rather handsome...but he's about as friendly as a moray eel. Wish me luck!"
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (16) + 1 = 17
Daytime Action: INFLUENCE (Crimson Cogward)
Capricia the Pirate Diplomacy Check: 1d20 + 5 ⇒ (1) + 5 = 6 (Hoo Boy!)
Perhaps her good performance aboard the ship the past few days makes her overconfident, but her attempt to socialize with Crimson is about as successful as oil trying to mix with water. When she returns to the task of swabbing the decks, she's simmering with anger. "Saying he was as friendly as a moray eel was being disrespectful to the eels!"
============================================================
DAY TWO
============================================================
When she's ordered to swab the decks for a second straight day, Capricia wonders if perhaps she's being punished for outshining some of the more senior crew during the rough storm. This day, she tries to get chummy with some lower-hanging fruit: the gnome, Giffer.
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (4) + 1 = 5 FATIGUED. Straight to bed this night.
Capricia the Pirate Diplomacy Check (Giffer Tibbs): 1d20 + 5 ⇒ (8) + 5 = 13
============================================================
DAY THREE
============================================================
Come the third straight day of being assigned backbreaking work swabbing the decks, Capricia's 100% convinced this assignment is a punishment for performing better during the storm than most senior members of the crew. This feeling is magnified when she notices that Laroisael and Harak have also drawn this same assignment for three straight days as well.
Bastards are punishing poor Laroisael for being swept overboard! They had no right, expecting a swab to perfrom flawlessly in the rigging...during a storm, no less! Hmm...not even sure what Harak did to deserve this; I thought he'd been pretty quiet recently.
When she slips away this day, she tries one last time to make a friend out of Jack Scrimshaw. This day, the young seaman proves to be a lot nicer than before. He admits that he avoided being nice previously because he knew the new recruits had gotten on the wrong side of Master Scourge's minions (Aretta, Syl, Fipps, and Jape), and he didn't want to associate with the newbies and get a target painted on his back as well.
Capricia the Pirate Strength Check: 1d20 + 1 ⇒ (9) + 1 = 10
Capricia the Pirate Diplomacy Check (Jack Scrimshaw): 1d20 + 5 ⇒ (19) + 5 = 24
If it's OK, I'm going to hold off on any Nighttime Influencing for the moment to see how we're doing on that front.

brvheart |

Capricia manages to influence Giffer Tibbs and Jack Scrimshaw to friendly. XP=40 for each of them for a total of 80 XP for the group
Crimson Cogward is unfriendly, so the DC to influence him is a total of DC 20

Laroisael |

DAY 1
Strength Check 1: 1d20 + 1 ⇒ (20) + 1 = 21
Diplomacy (Crimson Cogward): 1d20 + 9 ⇒ (13) + 9 = 22
The first day, Laroisael does an unbelievably well job at swabbing the decks, so much so that she does her best to make a friend out of Crimson.
DAY 2
Strength Check 2: 1d20 + 1 ⇒ (8) + 1 = 9
The second day, however, was rougher for her, so the second she was done and had food in her belly she plopped to her hammock.
DAY 3
Strength Check 3: 1d20 + 1 ⇒ (11) + 1 = 12
The third day, as she wondered if she was better off at the bottom of the ocean, or food for sharks, she found she wasn’t as tired of scrubbing as yesterday, but she still retired early.

brvheart |

DAY 1
[dice=Strength Check 1]1d20 + 1
[dice=Diplomacy (Crimson Cogward)]1d20 + 9The first day, Laroisael does an unbelievably well job at swabbing the decks, so much so that she does her best to make a friend out of Crimson.
y
DAY 2
[dice=Strength Check 2]1d20 + 1The second day, however, was rougher for her, so the second she was done and had food in her belly she plopped to her hammock.
DAY 3
[dice=Strength Check 3]1d20 + 1The third day, as she wondered if she was better off at the bottom of the ocean, or food for sharks, she found she wasn’t as tired of scrubbing as yesterday, but she still retired early.
You do manage to change his influence to indifferent

Emerald Delta Waters |

diplomacy CC: 1d20 + 2 ⇒ (6) + 2 = 8
diplomacy Shivikah: 1d20 + 2 ⇒ (13) + 2 = 15
diplomacy Tilly: 1d20 + 2 ⇒ (4) + 2 = 6
diplomacy Badger: 1d20 + 2 ⇒ (19) + 2 = 21
Telling the tale in the evening of how I and Manny the cook braved the storm to save Laroisael from Davy Jones locker and lived to tell the tale. Jumping in the drink and not missing a beat to grab her, then I scaled the side of the ship dragging her back from the brink of death. So who wants to join me in a game of bones, I feel lucky.
NOTE: I told my story to Crimson Cogward, Shivikah, Tilly Bracket and Badger Medler
Emerald
Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.Daytime Ship Actions
Work Diligently: Gain a +4 bonus on any one check for a
job’s daily task.
Stealth D1: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
Stealth D2: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Stealth D3: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10

MannyGoblin |

Day 1
Emmmy, be sure to save any ratz, in case I don't get enough turtles!
Profession-Fisherman: 1d20 + 2 ⇒ (16) + 2 = 18
Manny keeps his still going for more booze to give as gifts
Profession-Brewer: 1d20 + 6 ⇒ (13) + 6 = 19
Day 2
Just how many turtles do I gotta catch? Not my fault they didn't buy enough food!
Profession-Fisherman: 1d20 + 2 ⇒ (17) + 2 = 19
Manny scurries up to Rattsberger with a bottle of moonshine. Ratburger! I got some special stuff for you! Real nice drinky!
Rosie looks over. That goblin makes some good *censored* try it out!
Influence, Aid from Rosie: 1d20 + 1 ⇒ (8) + 1 = 9
Manny gets a foot up the butt.
Day 3
Gunna pee in Ratburger's stew!
Profession Fisherman: 1d20 + 2 ⇒ (17) + 2 = 19
Sick of turtle!
Manny sees he has a huge pile of turtles and decides to cut out early to shop (deduct 2 but he is still way over.)
Grokk!!! Whatcha got!? I got this moonshine for yea. Ratburger doesn't want it.

brvheart |

Emerald
diplomacy CC: 1d20 + 2 ⇒ (6) + 2 = 8 DC is 15
diplomacy Shivikah: 1d20 + 2 ⇒ (13) + 2 = 15 DC is 20
diplomacy Tilly: 1d20 + 2 ⇒ (4) + 2 = 6 improved to helpful 40 XP each already credited
diplomacy Badger: 1d20 + 2 ⇒ (19) + 2 = 21 improved to Friendly (6 over DC so 2 steps)

brvheart |

Day 1
Emmmy, be sure to save any ratz, in case I don't get enough turtles!
[dice=Profession-Fisherman]1d20+2
Manny keeps his still going for more booze to give as gifts
[dice=Profession-Brewer]1d20+6
Day 2
Just how many turtles do I gotta catch? Not my fault they didn't buy enough food!
[dice=Profession-Fisherman]1d20+2
Manny scurries up to Rattsberger with a bottle of moonshine. Ratburger! I got some special stuff for you! Real nice drinky!Rosie looks over. That goblin makes some good *censored* try it out!
[dice=Influence, Aid from Rosie]1d20+1Manny gets a foot up the butt.
Day 3
Gunna pee in Ratburger's stew!
[dice=Profession Fisherman]1d20+2
Sick of turtle!
Manny sees he has a huge pile of turtles and decides to cut out early to shop (deduct 2 but he is still way over.)
Grokk!!! Whatcha got!? I got this moonshine for yea. Ratburger doesn't want it.
Rattsberger DC = 15 sorry
Might as well roll for Gruk with that bottle!Gruk wants to know what you are looking for?

Nutѕ |

Day 1
Climb: 1d20 + 7 ⇒ (13) + 7 = 20 5
Climb: 1d20 + 7 ⇒ (20) + 7 = 27 10
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 15
Climb: 1d20 + 7 ⇒ (1) + 7 = 8 0 Fall
Fall Damage: 1d6 ⇒ 1
Climb: 1d20 + 7 ⇒ (2) + 7 = 9 0
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 5
Climb: 1d20 + 7 ⇒ (12) + 7 = 19 10
Climb: 1d20 + 7 ⇒ (14) + 7 = 21 15
Climb: 1d20 + 7 ⇒ (18) + 7 = 25 20
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 25
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 30
Dex DC 10: 1d20 + 4 ⇒ (1) + 4 = 5
Day 2
Climb: 1d20 + 7 ⇒ (13) + 7 = 20 5
Climb: 1d20 + 7 ⇒ (20) + 7 = 27 10
Climb: 1d20 + 7 ⇒ (12) + 7 = 19 15
Climb: 1d20 + 7 ⇒ (9) + 7 = 16 20
Climb: 1d20 + 7 ⇒ (14) + 7 = 21 25
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 30
Dex DC 10: 1d20 + 4 ⇒ (9) + 4 = 13
Day 3
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 5
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 10
Climb: 1d20 + 7 ⇒ (18) + 7 = 25 15
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 20
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 25
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 30
Dex DC 10: 1d20 + 4 ⇒ (11) + 4 = 15
~~~~~~~~~~~~~~~~
Day 1
~~~~~~~~~~~~~~~~
On the first day, luck is just not on Nuts' side. He slips off the ropes at one point and strains his ankle, making it difficult repairing the rigging.
At night, he would attempt to sneak to the deck again to take Kipper's sighting tools, and quietly store them in Fipps Chumlett's belongings.
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Let me know if you want other rolls for this
~~~~~~~~~~~~~~~~
Day 2
~~~~~~~~~~~~~~~~
The second day, the rigging work goes better. He gets into a casual conversation with Toppin working nearby, telling him about various ports he visited and the various dishes they made.
"I'm pretty sure they brought me boiled crab and a side dish of fly cake. Surprisingly tasty, given the ingredients. But it was still hard to stomach at first." he imitates retching and follows up with a snicker.
Diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5
~~~~~~~~~~~~~~~~
Day 3
~~~~~~~~~~~~~~~~
Again, Nuts performs his duties to the best of his abilities. He exchanges a word or two with Toppin again.
Diplomacy: 1d20 - 1 ⇒ (10) - 1 = 9
Dice roller love me, I swear. Well, at least I didn't break my neck.

brvheart |

How much can you give me to give ta them? Me will keep you supplied with my special booze!
Wud be suspicious to take for more than one person, you chose.

brvheart |

** spoiler omitted **
** spoiler omitted **
~~~~~~~~~~~~~~~~
Day 1
~~~~~~~~~~~~~~~~On the first day, luck is just not on Nuts' side. He slips off the ropes at one point and strains his ankle, making it difficult repairing the rigging.
At night, he would attempt to sneak to the deck again to take Kipper's sighting tools, and quietly store them in Fipps Chumlett's belongings.
[dice=Stealth]1d20 + 8
Let me know if you want other rolls for this
~~~~~~~~~~~~~~~~
Day 2
~~~~~~~~~~~~~~~~The second day, the rigging work goes better. He gets into a casual conversation with Toppin working nearby, telling him about various ports he visited and the various dishes they made.
"I'm pretty sure they brought me boiled crab and a side dish of fly cake. Surprisingly tasty, given the ingredients. But it was still...
Crab sounds good about now, maybe the captain will stop off for some
The good news is the DC is only 5 to make him helpful, xp=40 each
Fipps Chumlett is gonna be in a world of hurt!!!

brvheart |

DMNPC Harak
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.
Working dilligently
Day One
Str ck: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
Day Two
Str ck: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Day Three
Str ck: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11

brvheart |

Day 11
Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls you together on
the main deck. At his feet lie four crab pots. Plugg informs you that the captain wants fresh crab for supper. Plugg points to a reef lying some 200 feet north of the ship and instructs you and Tam Narwhal Tate to swim to the reef, fill the pots with crabs, and swim back. Plugg brooks no further discussion.
The waters are calm (DC 10 Swim checks) and clear (visibility 100 feet). The initial swim across the open water passes without event, and the PCs soon approach a superb coral reef, measuring approximately 100 yards square, lying between 5 and 30 feet below the surface.
Many crabs inhabit the reef, and each round, each PC can make a DC
10 Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim down and catch that crab. Four crabs are required to fill a pot.

brvheart |

DAY 1
[dice=Strength Check 1]1d20 + 1
[dice=Diplomacy (Crimson Cogward)]1d20 + 9The first day, Laroisael does an unbelievably well job at swabbing the decks, so much so that she does her best to make a friend out of Crimson.
DAY 2
[dice=Strength Check 2]1d20 + 1The second day, however, was rougher for her, so the second she was done and had food in her belly she plopped to her hammock.
DAY 3
[dice=Strength Check 3]1d20 + 1The third day, as she wondered if she was better off at the bottom of the ocean, or food for sharks, she found she wasn’t as tired of scrubbing as yesterday, but she still retired early.
She thinks she will retire early when all of you are called on deck to go hunting crab

Emerald Delta Waters |

Me take Emmy's stuff, including that nasty book! Manny will scurry over to Emerald and whisper to her. Me got yer stuff!Look on bunk
your so sweet and you make me laugh, never thought I would like a goblin, but you are different and I really like you. Thank so much for getting my stuff out of hock. I OWE YOU.
I start by putting on my wet suit,it's so damp and cold in this ship, it helps me stay warm.

Laroisael |

Laroisael wrote:She thinks she will retire early when all of you are called on deck to go hunting crabDAY 1
[dice=Strength Check 1]1d20 + 1
[dice=Diplomacy (Crimson Cogward)]1d20 + 9The first day, Laroisael does an unbelievably well job at swabbing the decks, so much so that she does her best to make a friend out of Crimson.
DAY 2
[dice=Strength Check 2]1d20 + 1The second day, however, was rougher for her, so the second she was done and had food in her belly she plopped to her hammock.
DAY 3
[dice=Strength Check 3]1d20 + 1The third day, as she wondered if she was better off at the bottom of the ocean, or food for sharks, she found she wasn’t as tired of scrubbing as yesterday, but she still retired early.
thought that was on a different day, my bad
Laroisael looks very hesitant about this assignment. Sure the water looks calm…but she knows she’s not a good swimmer. She says a silent prayer to Abadar to watch over her today.

brvheart |

Everyone first make a DC10 swim check to make it out to the reef.
Then perception Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim down and catch that crab. Four crabs are required to fill a pot and there are four pots.

Emerald Delta Waters |

Day 11
Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls you together on
the main deck. At his feet lie four crab pots. Plugg informs you that the captain wants fresh crab for supper. Plugg points to a reef lying some 200 feet north of the ship and instructs you and Tam Narwhal Tate to swim to the reef, fill the pots with crabs, and swim back. Plugg brooks no further discussion.The waters are calm (DC 10 Swim checks) and clear (visibility 100 feet). The initial swim across the open water passes without event, and the PCs soon approach a superb coral reef, measuring approximately 100 yards square, lying between 5 and 30 feet below the surface.
Many crabs inhabit the reef, and each round, each PC can make a DC
10 Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim down and catch that crab. Four crabs are required to fill a pot.
Diving off the ship, she takes a small net or basket to carry the crabs, clams, sponges and oysters from the reef. I will probably be hunting for a few hours. I have my wet suit , my wrist sheath with dagger stuffed under my sleeve with my weapon cord attached so as not to loose it and am prepared to stay in the water.
Swim check; Perception: 1d20 + 13 ⇒ (11) + 13 = 241d20 + 1 ⇒ (17) + 1 = 18
Swim check; survival or Profession (hunting, trapping, fishing) working diligently: 1d20 + 13 ⇒ (14) + 13 = 271d20 - 1 + 4 ⇒ (16) - 1 + 4 = 19

brvheart |

Why don't we get boat to swim out?
[dice=Swim]1d20+3
Well, you are not drowning so keep trying until you make it.

Laroisael |

Activating Archaeologist’s Luck. will be up for a maximum of 6 rounds, or until she returns to the boat.
Taking the whip as a sign, Laroisael dives…
Swim Check 1: 1d20 + 2 ⇒ (11) + 2 = 13
…and is surprised that she’s already doing better at swimming than she thought. Though maybe her activating her lucky magic might’ve helped.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Swim Check 2: 1d20 + 2 ⇒ (6) + 2 = 8
Well…she can see the crabs. That’s at least the good part.

Capricia the Pirate |

Before going off on the crab hunt, Capricia tries to slip down to the bilges to retrieve the two daggers she bought from Cut-Throat Grok, tucking one into each boot. She grabs one of the crab baskets as well. In the water, she struggles to swim a bit while also carrying a crab basket, but eventually she reaches the reef and spies a bunch of crabs.
"Anyone need a dagger?" she asks the others before her first dive.
Capricia the Pirate Swim Check: 1d20 + 5 ⇒ (4) + 5 = 9
Capricia the Pirate Swim Check: 1d20 + 5 ⇒ (5) + 5 = 10
Capricia the Pirate Perception Check: 1d20 + 5 ⇒ (20) + 5 = 25
Capricia the Pirate Swim Check: 1d20 + 5 ⇒ (4) + 5 = 9
Capricia the Pirate Swim Check: 1d20 + 5 ⇒ (14) + 5 = 19

Nutѕ |

Swim to the reef: 1d20 + 8 ⇒ (3) + 8 = 11
Perception: 1d20 + 8 ⇒ (2) + 8 = 10 Not sure if that is a success
Swim (crab catching): 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Swim (crab catching): 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Swim (crab catching): 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Swim (crab catching): 1d20 + 8 ⇒ (8) + 8 = 16
Nuts sighs at Scourge's motivational speech and jumps into the water. Finally off the boat, Aki takes his time swimming to the reef. He does some rudimentary cleanup while he is in the water - face, pits, bits.
Once out of earshot, he starts talking. "I swear, I will snap one day and break some faces. They treat the crew like dogs. Damn savages." he complains about the officers as he looks into the water. Capricia offers a dagger, and Aki declines. "Thank you. Just fists, knees and elbows for me. Sometimes teeth, if I am really pissed. How did you get those, anyway? You sneakthief, you!" he smiles in return.
"HA! There's one!" the halfling shouts and dives to catch a few crustaceans.
When he breaks the surface again, he points below. "There's some carcass below. Crabs are cleaning it."

MannyGoblin |

swim: 1d20 + 3 ⇒ (9) + 3 = 12
perception: 1d20 + 6 ⇒ (6) + 6 = 12
swim: 1d20 + 3 ⇒ (18) + 3 = 21
perception: 1d20 + 6 ⇒ (4) + 6 = 10
swim: 1d20 + 3 ⇒ (12) + 3 = 15
perception: 1d20 + 6 ⇒ (10) + 6 = 16
swim: 1d20 + 3 ⇒ (1) + 3 = 4
perception: 1d20 + 6 ⇒ (12) + 6 = 18
Manny manages to get three nippers into the pot before floundering

Emerald Delta Waters |

Continuing harvesting the reef, spotting and catching any crabs, lobster, clams and oysters off the bottom or in and around it. Also searching for pearls and sponges to trade.
Knowledge Nature; Perception (taking 10 on swim checks unless threatened or difficult terrain, makes DC 23, do not need to surface): 1d20 + 3 ⇒ (16) + 3 = 191d20 + 1 ⇒ (12) + 1 = 13
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (11) + 1 = 12
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (11) + 1 = 12
Also hearing someone on the surface about a body, will check where he is pointing.
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (10) + 1 = 11
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (12) + 1 = 13
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (14) + 1 = 15
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (20) + 1 = 21
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (7) + 1 = 8
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (1) + 1 = 2
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (1) + 1 = 2
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (17) + 1 = 18
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (5) + 1 = 6
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (10) + 1 = 11
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (6) + 1 = 7
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (16) + 1 = 17
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (13) + 1 = 14
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (2) + 1 = 3
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (15) + 1 = 16
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (13) + 1 = 14
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (4) + 1 = 5
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (17) + 1 = 18
Perception (catch crabs/lobster/octopus/squid/fish/shrimp): 1d20 + 1 ⇒ (17) + 1 = 18
Perception (oysters, clams and sponges): 1d20 + 1 ⇒ (7) + 1 = 8
Squid is also useful for ink, may find a giant seahorse or manta ray down here to ride.

Emerald Delta Waters |

Apparently I need 3 swim checks; Somethings up.
Swim: 1d20 + 13 ⇒ (16) + 13 = 291d20 + 13 ⇒ (17) + 13 = 301d20 + 13 ⇒ (10) + 13 = 23
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
cast a message spell to communicate with the others, pointing at nuts since he's talking to the others.

brvheart |

You have retrieved 12 crabs so far
3 reefcrabs suddenly swim out to attack
One on Harak
claw: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 1d4 ⇒ 2
One on Aki
claw: 1d20 + 2 ⇒ (2) + 2 = 4 damage: 1d4 ⇒ 4
One on
Emerald
claw: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d4 ⇒ 2

brvheart |

init Reefclaws: 1d20 + 5 ⇒ (6) + 5 = 11
init Harak: 1d20 + 4 ⇒ (1) + 4 = 5

brvheart |

Initiative Order Round One
Aki
Emerald
Laroisael
Reefclaws
Capricia
Manny
Harak

Emerald Delta Waters |

School transmutation [language-dependent]; sorcerer/wizard 0
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
DESCRIPTION:
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message, no check for those selected. When you whisper, the whispered message is audible to all those whom are targeted. The subject can reply.
We have 3 large crabs that just took a swipe at me, help!!
pull my dagger and cast mage armor.
who wants the me handaxe?? I believe Priss took the buckler and leather armor?

Nutѕ |

Nuts' face suddenly turns into one of surprise. "Uh, guys, something just tried to snap at my leg. Keep your guard up."
He dives into the water and sees a creature attempting to do some nibbling on his left shin. In halfling society, this is considered a faux pas. He returns the favour with two fists into the face area.
Full attack flurry of blows
Flurry 1: 1d20 + 4 ⇒ (13) + 4 = 17
Flurry 2: 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1: 1d4 + 1 ⇒ (4) + 1 = 5
Damage 2: 1d4 + 1 ⇒ (3) + 1 = 4

Laroisael |

Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Laroisael notices the reefclaws, and immediately calls forward an oceanic ally to help!
using summon monster I to summon a dolphin

brvheart |

The reefclaws smell their prey and continue their attack
Ari
claw: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d4 ⇒ 3
claw: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d4 ⇒ 3
Harak
claw: 1d20 + 2 ⇒ (7) + 2 = 9 damage: 1d4 ⇒ 3
claw: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d4 ⇒ 1
Emerald
claw: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d4 ⇒ 1
claw: 1d20 + 2 ⇒ (1) + 2 = 3 damage: 1d4 ⇒ 2
fort save Harak: 1d20 + 4 ⇒ (13) + 4 = 17 DC 13

brvheart |

** spoiler omitted **
We have 3 large crabs that just took a swipe at me, help!!
pull my dagger and cast mage armor.
who wants the me handaxe?? I believe Priss took the buckler and leather armor?
That is too many actions in one round, message cast ignored.