![]()
![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() 1d20 + 2 ⇒ (11) + 2 = 13 Amerdan's eyes are wide open suddenly, as his body tumbles out of his hammock. Even if he falls to the ground, a weak, devilish smile plays across his face. Hearing the storm outside he thinks, The storms. At last they've come. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan gets in his hammock shortly after Jasmine, letting his otter familiar curl into a circle on his chest. We can only hope. With that he drifts into a deep sleep, preparing his body for whatever horrors are to beset them the following day. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan seethes a little as he watches the gnome scurry away, eyes squinting at the array of dazzling colors. He returns to Jasmine after his failed attempt. "See?! I told you I'm not good at this!" The sea witch's voice is slightly exasperated. He huffs in indignation as he crosses his arms over his chest. "Seems as if our luck has turned against us tonight." ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan sits down somewhat forcefully beside Chonchobhar. Amerdan looks at the halfling dandy with a deadpan expression. "Your clothing is very colorful," Amerdan states plainly. "Would you like to be friends?" The sea witch's now-squinted eyes do not blink, which the halfling may or may not consider unsettling. Diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6 Of course. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan narrows his eyes at the cleric as he approaches. They soften for a moment, betraying Amerdan's hostility, but he quickly narrows them again. He sighs and takes the money, "Yes, well, thank you...And good job." Amerdan at least tries to sound sincere with the final remark. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() ThatEvilGuy wrote: BTW, I was running the game off the books my buddy got with his subscription and he brought them back home so I'll have to snag them from him again to get the rest of the adventure rolling. There's still about 1.5 million days before the adventure really "gets rolling" so I'm going to hella speed things up if that's okay with you guys. It's an okay amount of time for RL gaming, but in PbP, we'll be doing basic ship duties for probably a year if I don't take out the cleaver. Hack away good sir! EDIT: Stupid default alias! ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan nods in agreement with Jasmine's remark. "Indeed. I've been speaking with the chirurgeon, but he seems to be fairly neutral and hardly in the business of making new friends. We'll have to cast a wider net." Amerdan lowers his head, attempting to deflect any attention from his unintentional pun. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan looks on with his usual silent detachment as he feeds crumbs to Boreas. "Spirits protect you, Seijiro. They tell me you'll need it." The witch smirks at his own last remark. Sorry to have been MIA, lately. Should be posting much more regularly from here on...! ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Let us try to be as brief as possible. It's not as if I'm eager to return to our assignments, but the less time spent in the bilges the better. We've been fortunate that our stomachs have endured the smell thus far, we shouldn't press our luck. Amerdan takes to investigating their surroundings along with the others. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan moves to flank the rat behind Seijiro, attempting to move without provoking attacks of opportunity. Attack roll with the dagger, coupled with Ned's guidance 1d20 + 3 ⇒ (12) + 3 = 15 -2 to the roll if no flank is possible Damage roll 1d4 ⇒ 3 ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Initiative 1d20 + 2 ⇒ (14) + 2 = 16 With three punctuated, sharp gestures and a deep intake of breath, Amerdan opens his mouth and emits the sound of a deep, tremulous thunder. Amerdan casts ear-piercing scream at the nearest rat. Rat needs to make a Fort save DC 15 to negate the dazing and halve the following sonic damage: 1d6 ⇒ 6 SWEET. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Crap, that's a lot to catch up on! Amerdan accepts the dagger from Jasmine with a white-toothed smile and a nod. The otter sniffs the dagger as he slips into his belt, since it no doubt smells better than his master does. "Besides the poor soul that was tortured at our first Bloody Hour? No, nothing and no one." Amerdan moves to help open the door, responding to Jasmine's second question as he does. "I've been considering Boreas, after the northern wind." Strength check 1d20 ⇒ 12 Character portraits don't lie. Amerdan is jacked for a witch with a 10 in Strength...if that's even possible. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan sighs, not really looking forward to harming animals, but as an herbalist, he understands the threat of disease that they present. He works diligently. Dexterity check 1d20 + 6 ⇒ (13) + 6 = 19 He nods a silent affirmative to Ned's request and joins the others within a moment's notice. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan nods, "Agreed." The witch lets Habbly return to his game of dice and smiles to himself as he takes his leave, pleased that his persistence afforded him some small victory. When he returns to the hammocks, he finds that everyone else has already fallen asleep. The second his head touches the canvas hammock, Amerdan's lost to dreams of his own, the otter curled on his chest. He awakes to Jasmine's prods the following morning, strangely alert, despite the rum's lingering effects on his constitution. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() After downing his spirits, Amerdan approaches the carpenter-surgeon once more, empty cup of rum in hand. He sets himself down next to him and looks the man squarely in the eyes. "I don't believe we got off the on the right foot earlier. I didn't mean to imply that you were unfamiliar with the herbs I mentioned, of course you are. I, however, know nothing of surgery and didn't want to ask to learn from you while offering nothing in return. I believe only in fair bargains. Is there anything I can offer you in return for a share of your knowledge?" Can Amerdan use Sense Motive to get a hint of what might get him on the carpenter's good side? Sense Motive check 1d20 + 2 ⇒ (7) + 2 = 9 Diplomacy check, Cha +0, circumstance +2 1d20 + 2 ⇒ (16) + 2 = 18 ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan smiles weakly at Ned's response, pleased that the cad can at least recognize his own shortcomings. When Cut-Throat comes by, Amerdan goes for the straight rum and makes a show of it. The witch chugs it hard and slams his cup down on the table. Bonus to Charisma-based skill checks 1d4 ⇒ 3 Fatigue duration in hours 1d4 ⇒ 3 Constitution damage 1d3 ⇒ 2 Fortitude to resist addiction, DC 5 1d20 + 1 ⇒ (11) + 1 = 12 ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() I'm in the final stretch of writing my master's thesis so the last few days have been a little spotty for me. Still, Amerdan's fairly taciturn as it is, so I doubt anyone noticed. Will we be retcon-ing out Allysen or just assuming she's MIA or...? ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan visibly rolls his eyes at Lucky Ned's smarm. After his own failed attempts to make friends aboard the Wormwood, he has little appetite to watch someone else laying it on thick. "Yes, perhaps returning inside would be best." Amerdan pulls the otter from his shoulders and holds it possessively as he waits for the others to agree. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan arrives in the galley (I think that's right?) in time for dinner and is cut off by Jasmine en route. He returns a somber nod to her subtly vivacious complaint of the evening meal and drags himself to his meal. He joins the others, sighing as he settles down, offering the first bit to his otter before picking at the food himself. He's not hungry at the moment, but he resigns himself to eat, knowing he needs his strength. Amerdan hums softly along with Seijiro's lament, but doesn't join in on the reel or shanty. He smiles weakly at Jasmine when he can; a silent thanks for her kindness, regardless of whether or not she offers it sincerely. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan stutters before leaving, obviously taken aback by the carpenter's reaction. He gives a silent nod before departing. Deftly handled, Amerdumb. Now, just open your mouth a few more times and then you will won't have any friends on this vessel. Amerdan returns to his duties even more sullen than he was before. He realizes that he has little experience with other people, but he's nevertheless confounded that all of his attempts at friendliness have been rebuffed or misconstrued. Profession (sailor) check: 1d20 + 6 ⇒ (18) + 6 = 24 Confused and upset, Amerdan masks his emotions by throwing himself into his work. Mending the sails reminds him of stitching wounds back on Tempest Cay and for the first time since his abduction, Amerdan's homesickness hits him like a fist to the stomach. ![]()
![]() Jasmine Rose wrote:
Indeed, we're in need of some muscle with our ranger gone. :( ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Should we assume that we continue our respective jobs as usual? Knowing that he needs to get his healer's kit returned to him soon and that the ship's carpenter could easily fashion him a quarterstaff, Amerdan attempts to buddy up with Habbly Quarne. If Amerdan can find the man, he'll approach him with the following: "You are called Habbly, am I right? I understand that we share a common interest in medicine. While I have little experience in surgery, I am a practiced herbalist and I can help sedate your patients before surgery. I also know the herbs that soften pain, bring on sleep, and speed recovery. Perhaps we could both benefit from an exchange of our knowledge?" Diplomacy check: *gulp* 1d20 - 1 ⇒ (11) - 1 = 10 Well, here's hoping he has a huge Charisma penalty. ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan nods his head in agreement with Seijiro's remark. "He's vile. I can only imagine what sort of man the captain is if he suffers Scourge to be in his service. Well, besides unfriendly, that is. But Jasmine is right, it seems like we are being set up for failure. Oh, and death." Amerdan's tone is somewhat sardonic at that last remark. His trust of the others is steadily increasing. Maybe Sandara's sudden negative emotions for Amerdan are a nervous expression of her suppressed feelings of desire? Eh, eh? ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Okay, I just reread the Diplomacy rules and now realize that that was the worst possible roll I could have made. I apologize. In Amerdan's defense, however, he doesn't spend much time around people and we didn't really know that she's helpful... ![]()
Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4
![]() Amerdan looks up at Sandara for a moment before looking down at the otter once more. "Yes, 'or something.'" When his rum rations comes round, he tries to dump it. He was already fatigued when he had some the day before, but now that he's responsible for another life, he realizes that he has to keep his wits about him aboard the Wormwood. Stealth check: 1d20 + 2 ⇒ (13) + 2 = 15 YES! After discreetly disposing of his rations, he stares into his now empty cup, wondering how long he can keep this up. Looking back to Sandara once more he asks in hushes whispers, "Sandara, what do you think would happen if the Wormwood ran out of rum?" He'll try to influence her in the process with a Diplomacy check: 1d20 - 1 ⇒ (1) - 1 = 0 ...crap |