AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
"Amamer means beloved of the sea," Amamer says softly to Allie. "Amy is the name we give to a fungus that grows on men's parts after they lay with unclean women. It is not a pleasant thing to be called." "As for Plugg's allies, I should be able to help. You recall the reefclaws? If we can get several of our enemies in a close group...."
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
profession sailor: 1d20 + 7 ⇒ (2) + 7 = 9 Amamer shakes her head. "To be honest, I don't know exactly where we are. The Fever Sea is a big pond, so I can't say how long it'll take us to get anywhere. A day? A week?" she sighs, disappointed that she couldn't say more.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
"Bloodcove is near the Slithering Coast," Amamer says she grew up along the coast, so I assume she'd know at least this much. "It's the only town of any size until you reach Sargava. The whole town is built like one of our hunting camps, on the roots of mangrove trees.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Maheem
Amamer dances for roughly 24 hours, only stopping to chat with the crew, and trying to sway those who are sitting on the fence that Plugg and Scourge are NOT their friends. "They think to rule by the whip, but we didn't become pirates to be slaves," she whispers. "We can plunder the seas, share in the spoils, and live the life Besmara promises, if we stand together."
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Amamer holds up two fingers. "Secure the wheel and the boats," she said. "Now I guess we just hold the fort until the rest finish mopping up." "Don't worry about the hair," she says to Allie. "It'll go back to normal like that." She snaps her finger and dismisses the spell. "I wonder if my good friend Fipps would enjoy that game?"
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
If they have 2 hit dice, then they're unconscious for 2d4 rounds. They're also blind and stunned, but unconscious sort of voids that. Then when they wake up, they're blind and stunned for another 1d4 rounds. Then they're stunned for a round. Amamer whoops and casts Prestidigitation to create a turn Allie's hair blue. (DC 14 to resist) Then she gets to work tying them up.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Seeing that the last pirate is surrounded and not likely to last long, Amamer calls on her distant genie ancestor to help her help Allende, a few flakes of snow falling from her fingers in the tropical heat. Readying Frost Ray SLA to shoot any sharks that may appear to be interested in Allende [spoiler=Readied attack]
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Aiming at sailors on the ballista, don't want them shooting back. Sorry for missing the crit roll, but I'll take yours :) (I thought I missed from the miss chance) Amamer will probably acrobat over, but not this round. Round Five "Got one!" Amamer whoops as she sees her second crossbow bolt strike home. She stays hidden behind the mast as she reloads the crossbow. 17 bolts in the quiver, one in the "chamber"
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Round 2 (of 4) standard action Fire Heavy Crossbow, step behind mast for cover.
Round 3 (of 4) reload (full round), 5' step from behind mast. Round 4 (of 4) standard action Fire Heavy Crossbow, step behind mast for cover.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
At a con this weekend, bot as needed. Amamer will Touch of the Sea herself and then likely use her crossbow and frost ray SLA from the Wormwood until she can cross in relative safety (slow and careful). Color Spray will be at the tip of her tongue if she can hit more than one enemy with it.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Amamer grins with a fierce delight as the Wormwood bears down on the Rahadoumi. As the two ships close, she can barely contain her excitement. After all the misery and ugliness of the past weeks, she is finally going to do what she has dreamed of her whole life.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
fort: 1d20 + 1 ⇒ (10) + 1 = 11
Amamer is in a wonderful mood, and after cleaning off the stench of the bilges with a spell, she takes her share of rum and sits down with Maheem, once again, determined to win him over. "Scourge had me down in the bilges again today," she said, with a sigh. "Made a big deal of making sure I wasn't armed, as though I was smuggling a weapon in here." She rattles the necklace of shell beads that she wears around her neck. "Turns out there were a few rats down there with unusually large teeth," She grins, and shows the two daggers that hang on the belt she made of Syl's leggings. "I know you aren't the kind that likes these underhanded tricks Plugg and Scourge and their arse-lickers keep playing. There's still a few honest pirates on this ship, though," she looks back at where the other PCs and our allies are "and we'd like ... I'd like to have you with us when those others push too far."
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Using the daggers she takes from them to cut their clothes into ropes, she binds their wrists and ankles and gags them, making sure to soak the cloth in the foul bilge water and wring it out before she stuffs it in their mouths. Profession Sailor to make sure the knots are tight. 1d20 + 6 ⇒ (12) + 6 = 18 When she's sure they're secured, she checks the hatch to see if it's locked.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Amamer sees that at least one of her foes has fallen. She steps back to Syl and picks up the dagger she dropped, holding it to her throat. "Why are you all so afraid of me?" she whispers. "We are shipmates, we should be allies." diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
I am trusting and all unsuspicious, GM, and at this point, I believe Amamer's sheet is up to date. To date, she has no gear, except a few exotic shells on a string worth 150gp (or whatever our starting wealth was). Amamer heads down into the bilges and tries not to be annoyed by Syl and Aretta. str: 1d20 - 2 ⇒ (19) - 2 = 17
At the end of the day, she climbs up the ladder and casts Prestidigitation on all three of them to remove the stench of the bilge. "May as well smell nice when you're kissing Plugg's plug," she says with a friendly smile.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
After she gets rid of her food, and drinks her rum, Amamer wanders down to where Maheem sits, and sits beside him. fort: 1d20 + 1 ⇒ (8) + 1 = 9
Oh screw it. The dice don't want him on our side. Unless She looks up at the stars. "Fipps put something in the stew. As Sandman to bless it and it should be safe," she murmurs, softly.
AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
perception: 1d20 + 6 ⇒ (16) + 6 = 22 Is that exhausted (An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue) or just exhausted? "Good call," she says. "Sounds like our friend Fipps is trying to kill us." Amamer pushes her stew aside as well.
|