Gambler

Beryl Saltboulder's page

38 posts. Alias of Lapyd.


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Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== Day Actions ===---

Constitution: 1d20 + 3 ⇒ (15) + 3 = 18 Swabbing the decks!

Beryl seeks Badger Medlar, trying to talk to her and hopefully influence her to less animosity. As he swabs the decks close to the old woman, the Dwarf stops for a moment.

Ahoy, lass. - he tries to grab her attention, then speaking - Hey, no need fah' friction, huh? Past's past, mate. We're all in it tae'gether. Maybe I can offer 'ya some help?

He pushes his hand on the floor, forming a small puddle of water, then swabs over it. Then goes to a different point and does the same. His kinesis ends up helping, as he doesn't have to be carrying the buckets around - plus, it's fine enough that lets him reach points that would be harder otherwise.

See? We can all help each other here. 'Ya saw also what me' girls can do when threatened, so maybe we couldcha... Let bygones be bygones, eh? - he completes, now extending his hand in friendship.

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== Nighttime ===---

By night, Beryl seeks MacLaren to check on him. Despite any animosities between him and the cleric, the Dwarf is still concerned with the other - and fears that his provocations during the Bloody Hour could net dire consequences. The rogneticist tries to find him at least to keep an eye, and end up following him to Owlbear.

Beryl walks slowly, approaching them as they talk, but makes sure to be noisy enough to be noticed. He isn't sneaking, but actually curious about the situation. As the Dwarf understands that the cleric seems to be making a new friend - and such an intriguing one - he decides to help, trying to use his silver tongue to boost his companion's abilities.

Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15 Aid Another

Oh, but what we have here, huh? - he says, hands crossed behind his back, nonthreatening - The cook and the giant? You made a friend that can keep 'ya belly full, huh, lad?


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== Day Action ===---

Beryl seeks Ratline Rattsberger. The halfling does have a face resembling that of a rat; yet, the Dwarf smiles, recognizing he was also far from being good looking.

Ahoy, mate! - he greets, before approaching - 'couldn't help but notice 'ya going around. Mate, 'tis has been a long, long day already.

The Dwarf stops, for a moment, then following.

What about yours? What's your story? Heh! Talking about stories, I remember one involving a very smart halfling, just like 'ye! So, lemme see, there was also a ring...

Beryl tells the story to the best of his skills; the talespinner wasn't attractive or charismatic, but by the gods his wits helped him greatly.

Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

You all have good points. I'll think about it, mates. - says Beryl, scratching his beard, and clearly unconvinced about MacLaren.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

I disagree, Tempest. I didn't ask fah' much, and had been freely offering my help to anyone. At tis' point, however, all I heard was offenses and accusations, and then a half-baked attempt of middle ground. - he speaks, not much in the mood for negotiations, and his tone is far from his usual cheery - There's nothing outrageous about simply asking for things tah' be kept quiet, and yet the priest can't even be bothered to try.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Oh, I will, I will, Tempest. Eventually. I trust me' boy here will be able to swallow his pride at some point! And don't worry, I won't be caught with it. - says the Dwarf, shaking his head in agreement. He holds up for moments, waiting to see if anyone else has anything to say.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl shakes his head towards Ellie, responding with haste.

Like I said, book's not for sale. I'm not trying tah' make a profit... Just trying to keep our hides safe. I don't trust the cook like MacLaren. Maybe the drunk chicken man will prove us wrong, but 'til then? I ain't risking. - he says, bluntly honest - 'Bout yarr' possessions, as well as anyone else's... Grok had been buttered already. She is not tae' be trusted either, but if 'ya talk to her, she will likely return tha' rest of yarr' belongings! As you know, she already gave me sum' of it that I returned to you all.

He then turns to MacLaren.

Well, t'seems 'ya may need some more time to come together with me' terms. It doesn't matter if 'ya tell him I was involved or not... As I said, look around. They see us all as a group. They know we talk. If 'ya say something and old Kroop either betrays 'yar trust or simply speaks too much when drunk, we're done. And I value too much me' hide and the girls' hide tae' risk it because 'ya can't keep it from him. Plus, honestly, he's probably only half of the time there, and on the other half he's poorly moving around with his head full of rum.

At this point, the Dwarf isn't smiling anymore, neither in the mood of negotiating anything. He simply won't risk it. If needed, he may just get rid of the book offboard just to avoid the risk. He leaves the room back up deck.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl helps clean up the wounds and clothes with his clear water kinesis, trying to get rid of the filth the best possible. He interrupts it when MacLaren starts speaking.

Whow, whow, hold on, mate... - he says, eyes wide open, looking around - ... No one stole anything, huh? All these things we're carrying here, between of us, we simply found 'em and put tah' use. That's all!

He washes out a wooden box, then sits on it.

Sit down, kid. And calm down. - starts the Dwarf, almost didactically - First thing, though... 'Ye never kiss and tell. Look around 'ye.

He opens his arms.

'Tis not a leisure ship, nor a church. You look like a good chap. Good heart. 'Aye know this isn't what 'ya planned for life. Not what many of us planned. But now... 'Tis our reality. A pirate life. And 'ya know what? - he gently points at MacLaren's holy symbol - I'm fairly sure tha' Lucky Drunk would be okay with a little white lie. Pirates do a lot worse, here's tah' hope we don't. I'm also sure he and me' girl could share some mugs and good laughs!

The Dwarf taps his own holy symbol of Besmara, before continuing.

Did 'ya notice you were dragged here with me and tha' girls? Yeah, I know 'ya wanna trust Kroop. Maybe he's trustable, who's tah' know? But right now, he's an officer in this vessel. Even if his heart'was on the right place, who's tah' say he wouldn't drink his eyes off and let his tongue do tha' work to the wrong people? I'm sure that boyo upstairs with the whip is dying fah' a piece of me' hide. - brief pause - You're here with us because we're yarr' your true friends. Yarr' new family.

He now stands up, gesturing at the others around.

Our life changed. We didn't plan tah' be here, but looking at them... T'seems they were made for this life. Those rats didn't have a chance! The bullies who tried tah' rough us? I didn't even have the time ta' speak a word before they hit tha' ground. I know I'm just a walking glass o'water with an awesome beard, but these women are clearly the real deal. - he finally smiles - Swallow yer' pride, me' boy. Book's not far' sale, tis' yours if 'ya keep your mouth shut. I just gave 'ya one condition, and I swear t'won't hurt. Follow me. Follow us! If we all stick together, we may make out o'here... Or may even find better currents tah' sway our planks.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl moves out of the way when he sees Tempest positioning for a new instance of her color sprays. As he stops, he turns around, water accumulating in his hands, and shoots a new blast of kinetic energy.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl moves down to the bilges, and then shoots a blast of water against the swarm. He moves his arm all the way back, feeling at home in the bilges - a place usually filled with some good water. The aquakineticist smiles as the ball of water forms, and as it lets his finger he wonders if it would suffice against so many rodents.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Beryl has precise shot (so no issues if the enemy is in melee), but not point blank shot (and since his BAB isn't +1 yet, he can't deadly aim).


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Perception: 1d20 + 6 ⇒ (8) + 6 = 14 Beryl isn't able to notice anything special.

The water finally stops coalescing at Beryl's hand, forming a light blade pirate-looking weapon of water that he uses to try to hit the rats with as he moves towards them.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl does a side step, then lets out a blast of pure water.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The physical blast of pure water advances with violence towards the closest creature, seeking to clash against it as a raging wave.

As soon as the attack flies, the Dwarf's hands shake, and through the room - noisily - drops of water start to fly towards him. Little planks of wood lift, boxes shake, hair moves back and forth as if a strong, small cyclone of water is being born in the small room.

5-foot-step, standard for kinetic blast, move to start gathering power for the next round.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

GM & MacLaren:

GM, MacLaren wants to develop more the friendship in-character, after the "book episode"; please assume Beryl didn't hand him the heavy mace, then, and assume Beryl didn't get anything for MacLaren from the quartermaster, only until we interact in-character and resolve the issues! From the quartermaster, Beryl picked up a small rapier for Melli, a regular rapier for Ellie, and the cutlass for Veronica.

Melli:

Beryl approaches Melli right after they wake up. With a smile, the Dwarf gives her small rapier back to her, winks, and departs.

Ellie:

Beryl approaches Ellie right after they wake up. With a smile, the Dwarf gives her rapier back to her, winks, and departs. If she wants to give him back the mace, he will pick it up to sell later, or to offer to someone in more need.

Veronica:

Beryl approaches Veronica right after they wake up. With a smile, the Dwarf gives her cutlass back to her, winks, and departs. If she wants to give him back the mace, he will pick it up to sell later, or to offer to someone in more need.

CON: 1d20 + 3 ⇒ (11) + 3 = 14 Swabbing the decks

Beryl swabs the deck with Melli, thinking on what he should try to do next.

Hah! T'seems we're doing a good job today, huh? - he tells her, meanwhile, just making conversation. He notices Plugg on edge, but doesn't say anything about it.

Holding on declaring the day action as requested.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== With Grok ===---

Beryl thanks the quartermaster, then goes through his companions things; he is coming from mind, trying to remember at least something basic that they revealed before could be more useful.

Assuming Beryl had been talking to all his 5 teammates, my plan is to find an object worth up to 30 gold from each one - so I will let you guys tell me what you would like Beryl to search for you, and I will distribute it tonight before sleeping

Keep it in mind, lass... If there's something ole' Beryl can help you with, just whistle. - he completes, leaving the store behind.

---=== Pushing the Night ===---

With his tools in hand, Beryl locks his companions belongings on his footlocker (with his good quality lock) to distribute on his first chance, then goes for an extra adventure for the night. The roguish Dwarf waits until the coast is clear, then hides on the shadows, and stealthily advances to try to break into one of the lockers. He's a pirate, after all...

(not one of his companions, and not from someone he knows to be friendly already for them... Please feel free to roll a die to choose whose he'd break in!)

CON: 1d20 + 3 ⇒ (12) + 3 = 15 vs. Fatigue, One extra action
Stealth: 1d20 + 6 ⇒ (15) + 6 = 21
Disable Device: 1d20 + 7 ⇒ (17) + 7 = 24 With thieves tools

I think I could use a free "Take 20" from the rules, but wasn't sure so I rolled anyway


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== With Grok ===---

Beryl thanks the quartermaster, immediately equipping himself. He's tying the hanbo to his wrist sheath when he speaks again.

Thanks, thanks a ton, me' lass. I was feeling vulnerable... In danger, ya' know? - he says, a low tone - And of course, if 'tis asked back, just lemme know. I won't let 'ya run into trouble.

He produces a golden coin, which he puts over the counter.

'Tis one for your trouble, mate. - he speaks, then following up - Now, I need ta' help a small friend o'mine. Would 'ya happen to have sum'thing small, light, stabby? It could be a small dagger, or maybe a shortsword. And 'ya can go ahead and tell me if 'aye can be useful tae' you as well... T'would be me' pleasure to help.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23 Trying to barter


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Beryl notices the officers on the poop deck, but does his best to pretend he didn't notice them. He sits happily with the others, clapping at Tempest story vigorously.

Hah! Look at that, such creativity! - he says, not to anyone in particular. He likes a good story.

Meanwhile, he waters his rum ration again using his own kinetic abilities. CON 1 damage for the night

Fortitude: 1d20 + 5 ⇒ (17) + 5 = 22 To avoid addiction; extra +2 vs. poison

---=== Night Action ===---

Beryl goes back to the quartermaster store, as he agreed with her. Big smile in his face, he knocks briefly on the door, and then comes in, leaning against a wall.

Ahoy, mate! Here I am back. - he speaks - So... We were talking about sum' of me' things. Me' tools, Me' armor, me' clubbie... And how they're as important and holy tae' me as me' own holy symbol of Besmara, taken when I was... Recruited. Will 'ya help 'tis ole' Dwarf?

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25 To barter, hopefully?


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

---=== With Tempest at the Bilges ===---

The kineticist smiles.

Ay! Certainly, lass. 'Aye like a good fable. Make me proud, will 'ya? - and he finally lets her go, focusing again on the work.

---=== With the Quartermaster ===---

Beryl frowns, eyes wide open.

Oh, yeah, lass. Definitely have to get back ta' the bilges... Ya' reminded me, though, b'fore I go... - says the Dwarf, quickly following up - Maybe ya' could hook up an ole Dwarf, huh? I miss some of me' gear. Me' "engineering" tools... Me' clubbie... Me' armor. They're as holy as tha' Besmara symbol which was taken from me as well. Protect me of curses, 'ya know. Any chance tae' get 'em back? Or maybe sum'... First time discount o' sorts?


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Veronica:

Right before going to sleep, Beryl passes by Veronica's bunker and taps the magus gently.

Ahoy! Sorry for disturbing, lass. - says the Dwarf, pulling a heavy mace to show her - I have a feeling 'tis something that may help 'ya more than me. Would it interest you? Just keep 'me out of 'ya hit list!

He chuckles a little bit, looking around to make sure they aren't being observed.

---=== At the Bilges ===---

Back to the bilges to Beryl, it seems. He sighs, though not loudly, and promptly proceeds to go there. At least Tempest is back there again!

Strength: 1d20 + 2 ⇒ (8) + 2 = 10
Constitution: 1d20 + 3 ⇒ (20) + 3 = 23

He tries to engage her and tells stories about his past - many of such stories clearly exaggerated, but told with skill and great humor - and, at the same time, asks several questions about herself, impressed with her arcane powers and curious about her equally long life.

---=== Day Action ===---

Beryl goes see the quartermaster. He arrives with a big smile.

Ahoy, mate! Nice tae' meet you! - the Dwarf starts - Grok, I believe, it's yarr' assignment? Great acquaintance! They call me Beryl. Beryl Saltboulder!

He waits for her to greet back, and then proceeds to tell one of his best stories (or, at least, the talespinner tries!). He speaks of how he used to work on a ship's engine, and how one time he worked together with that ship's quartermaster to get the ship fixed with a single small lamp! Apparently, the object was blessed by Besmara herself. Or so he swears...

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23 To influence! Hoping to interact a bit and start negotiating after it


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Ellie:

The Dwarf smiles silently to the cavalier, then leaves.

Brother MacLaren:

In this case, I'll hold it mah'self. - says Beryl, keeping the book and putting it back on his bag - I don't trust him, and if ya' can't make me' condition, t'seems fair I'll just keep it for now so you don't have to hurt anyone's feelings.

He pauses for a moment, then produces a heavy mace from his bag.

Well, this one I don't care who you tell about, as long as ya' don't say t'was from me. Just avoid me' head when you swing it, alright? - completes the Dwarf, extending the hilt of the weapon to the cleric.

Melli:

Hah! It makes sense, mate! - he laughs a little bit, in low volume, then pulls back the mace and stores again - Very well. I will try to find something more suitable, me' agile one!

Beryl gets his ration, but this time he waters it down with his own aquakinesis. The drink still has some effect, but it's a lot milder. CON damage 1 for the night

Fortitude: 1d20 + 5 ⇒ (4) + 5 = 9 To avoid addiction; Another +2 vs. poison

As he's drinking the rum, he thinks on how he missed some good drink. He walks around, then finally stops by an one-eyed gnome.

Howdy, mate! - he speaks, greeting her - So, what's yer' story, lass? Maybe we can exchange sum'stories over this terrible rum? Hah!

He laughs, already thinking about the first story he will tell. The talespinner is ugly, not really social, but somehow he makes up for it with his wits and silver tongue.

Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24 Night action, to influence Giffer Tibbs - I think no one tried her yet, right? Otherwise I can pick a different NPC


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

GM:

Wow... A lot has happened since yesterday afternoon! Let's see: Beryl will save the holy water and add it to his box (assuming he has one on the ship?), using the good quality locker to hopefully prevent people from breaking into it (assuming he has the key that comes with the good quality locker... Lol)

Things end faster than they start, and Beryl doesn't even have the time to move before all enemies hit the floor. He just sneaks past them back up deck, happy to not even break a sweat.

Tempest:

Nice job, me' friend! Now 'yarr making me want tae' hear your stories even more. - he quickly tells the sylph as they move up deck.

Melli:

At some point, as tasks are being divided, Beryl approaches her. He produces a heavy mace from his bag.

Would that be something that interests you? 'Ya can have this one, mate.

Ellie:

At some point, as tasks are being divided, Beryl approaches her. He produces a heavy mace from his bag.

Would that be something that interests you? 'Ya can have this one, mate.

Brother MacLaren:

At some point, as tasks are being divided, Beryl approaches him. He produces a book from his bag.

I have 'tis book here, which could help boost 'ya cooking quirks; you can keep it for now, if 'ya promise to keep it hidden from everybody else's eyes. Kroop especially! - the Dwarf winks, trying to see if the cleric catches his suggestion.

He's given the task to deal with the ropes and knots, and is fairly used to it... So he's glad not to be sent back to the bilges again! Just sad to not have anyone he knows directly with him, but he makes up for it by doing small chat here and there with whoever passes by.

Profession (Sailor): 1d20 + 8 ⇒ (14) + 8 = 22 Another +2 if involving metal or stone
Constitution: 1d20 + 3 ⇒ (10) + 3 = 13 Against fatigue

Day Action:

Beryl will sneak to explore the lower decks (A10) of the ship.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Beryl is a "rogue" as well (at least, on VMC), hence you can expect the usual roguish skills... Perception, Stealth, Disable Device (magic devices by level 3), etc.; if there's anything extra for me to roll based on what I'm seeing, please call out, or feel free to roll yourself! I trust you, my friend. On the spirit of keeping things moving, if needed, go for it!


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Night Action:

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Night Action:

Beryl saves the book, wondering how something so valuable was lost in this mess of a kitchen.

To avoid fatigue:

CON: 1d20 + 3 ⇒ (10) + 3 = 13 First extra action
CON: 1d20 + 3 ⇒ (12) + 3 = 15 Second extra action (DC 14)

Beryl searches a bit more around the galleys, not having anything better to do at this point. Not sure if I can search more here, or if I have to pick up another place? If I can't search more the galleys A8, then I'd go for the nearby A7 or A9, whatever seems easier)

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
I think I also get a free Take 20 right?


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

The hour bloody hour passes, and Beryl is saddened to see Magpie go - but the man was already set for it.

Perception (GM): 1d20 + 6 ⇒ (1) + 6 = 7

He doesn't notice anything special when it happens, and it's at least fast; still, a terrible way to die. He mutters a brief prayer to Besmara.

As the rum rations are distributed and night "entertainment" and relaxation begins, Beryl sticks around with his companions: at least, the same group pressganged with him.

Perception (Tempest): 1d20 + 6 ⇒ (13) + 6 = 19

He notices Tempest tipping away her rum ration, and he doesn't say a thing; instead, he puts a quick smirk, thinking how smart it is. As much as he likes rum, he'd rather keep his full faculties for the time being. There is a time and place to enjoy a drink!

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10 To tip away the ration without being noticed

He manages to get rid of it, but barely - by the skin of his teeth! He shakes a bit when sees some eyes that could have seen him, just imagining the same fate of Jake... Or maybe at least some good slashes from a whip!

Nice ta' meet you lot! - the Dwarf says as Sandara and Rosie approach Melli - Always happy tae' make sum' new friends.

He's clearly trying to keep the problems out of this mind at this point.

Night Actions:

Later, Beryl seeks the shadows, and then stealthily moves towards the ship using his trained Dwarven eyes.

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Going to explore area "A8" on the middle deck and see what else I can find there.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

GM:

Beryl quickly analyzes the findings, and then hides it all as well as possible.

[spoiler=Appraise]1d20+2[/dice] Armor
[spoiler=Appraise]1d20+2[/dice] Mace 1
[spoiler=Appraise]1d20+2[/dice] Mace 2
[spoiler=Appraise]1d20+2[/dice] Mace 3

If he has time, he will try to don the armor and equip the mace with best quality, then save the other two to try to give later to the people on the group. Same for the coins, just save for now and maybe search the quartermaster later.

Bilges:

Beryl grunts briefly.

Well, Magpie... If 'tis your will, you shall have it. I'd down sum' rum for 'ya tonight, and Besmara shall carry 'ya to the depths in peace. - says the Dwarf, waiting for Tempest.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Tempest and GM:

@GM: Just to call out a quick reminder that I already posted Beryl's day actions on a previous post. Please let me know the results :)

Oh yeah, mate, I had always being around more people. I learned my bits, but I betcha have some great stories 'bout those Gozrens to tell ole' Beryl here, huh? - he replies to Tempest, then being interrupted.

Beryl looks at the shackled man with curious eyes. The Dwarf was trying to intentionally be quiet, whispering to avoid other ears, but it seems the curious man was paying enough attention. He steps closer.

So I take that we still get ta' know the worst ones, huh? No matter, t'seems new names may end up added to the list. And who would 'ya be, if you don't mind me asking? I guess 'ya didn't get'em on a good day, huh? - he asks, still keeping a low volume.

Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15 If needed, not sure :)


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Bilges with Tempest:

Ah, yeah, mate. He's definitely on me' list if I'm ever walking by the ship at night and help ta' bump someone off the rails. I hate cowards. But 'ya know? I'm over 100 years old, and tha' one thing I learn is that such individuals don't last much. - says the Dwarf, scratching his beard and looking around to make sure they aren't being overheard.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl shoulders up and goes to the bridge. He notices Tempest going as well, so he gives her a smile.

Ahoy, mate! T'seems we will be paired today cleaning it down there, huh? I can't really say I never saw this side of a ship b'fore! Hah! - he speaks, already starting the work.

Strength: 1d20 + 2 ⇒ (13) + 2 = 15
Constitution: 1d20 + 3 ⇒ (7) + 3 = 10

I am called Beryl. Beryl Saltboulder! Had been dealing with ship engines for a while now, but I don't think that's why me' luck brought me' here, neither I think it's because of me' natural sex appeal! Hah! We didn't get a good draw from the rum yesterday on the Maid, huh? - the talespinner speaks to the sylph in a friendly tone - What about you? What's your story, me' girl? How how may I call 'ya?

Day Actions:

Beryl will try to sneak on the bilges themselves once he gets a chance, and try to dig out for anything useful!

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15 Not sure if needed? Or is stealth only at night?
Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Beryl tries his best to climb up, but that's fair from his specialty - and in top of it, he's already naturally slower.

Climb: 1d20 + 2 ⇒ (20) + 2 = 22 Round 1, 5 feet up
Climb: 1d20 + 2 ⇒ (13) + 2 = 15 Round 2, 10 feet up
Climb: 1d20 + 2 ⇒ (2) + 2 = 4 Round 3, Fall
Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18 No damage
Climb: 1d20 + 2 ⇒ (12) + 2 = 14 Round 4, 5 feet up
Climb: 1d20 + 2 ⇒ (14) + 2 = 16 Round 5, 10 feet up
Climb: 1d20 + 2 ⇒ (11) + 2 = 13 Round 6, 15 feet up

At this point, seeing enough people already made it to the top and he's barely one fourth of the way, the Dwarf simply stops and climbs down.

Oy, I guess no one would want a climbing Dwarf anyway, huh? Me' beard would get on the way of me' small eyes! - he says, as he gets down.


Male Dwarf Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Other than Local and Engineering, I can't roll untrained knowledge checks even if the DC is only 10, because of my drawback! Hehe old Beryl is "unlearned"! Honestly, happy to see his drawback already acting.

The Dwarf wakes up with a bad taste by his mouth. He is over a small puddle.

Aye! Damn tha' bilges, I hope it's not me' goldies! - he says, happy to immediately notice it's not pee, but just his own drooling.

The ugly, sun-scarred man slowly lifts himself. He taps his hair badly into place, scratches his beard, and looks around with his small eyes. He is smelling like fish, rum and smoke, and yet somehow the smell is right at home here.

Ahoy, mates, t'seems we've been recruited. - he speaks to the others around, already following the man barking orders - Mah', 'ya don't spike a man's rum. It leaves that aftertaste! The hangover is fine and helps grow hair in the chest, but 'ya can't shake the nutmeg.

He mutters grumpily, but still follows the other captives through the door. Truth be told, he isn't fully sure if he's already awake or not, and is still organizing thoughts in his hard skull.


Hi GM! Submitting my Dwarf aquakineticist/rogue here :) he uses many hats. I hope he can help the party with the trapfinding if there are any eventually, but I especially want to build him to cover the siege engine part - that’s the right AP to actually build a character that can install, maintain and operate them in the ship or ships, so I can’t let the opportunity pass! Thanks for running this game.


Lighting another cigar as I watch the applications!


2d8 ⇒ (2, 8) = 10

Rolling with my peers.


Hi GM Supertumbler! Here's Lapyd with my Dwarf Zen Marksman. Please let me know your thoughts and if you'd like me to explain or fix anything on the sheet :)


Have fun guys! GM, if a spot opens, please consider me. Thanks!


Hi narrator! It's Lapyd here. I updated Beryl with a lot more information about his appearance, history, job, family and others. Please feel free to let me know if there's anything else you'd like me to add there :)


Hi GM! Thanks, Lapyd here with my concept :) still working on the character. He won't be as optimized or efficient as my friends, but I feel still can be fun (and will give me the opportunities to RP).

Since a lot of people were going with prestige classes, I loved the idea and wanted to try one too - so I built the character going into the Mortal Usher one!

Beryl is a gravedigger and worshipper of Pharasma. As a trained stonemason, he also works on the tombstones for the town. Yet, he's a recluse man, used to work at nights when no one was around, and used to the cold silence of it.

A given day, however, the dead started to dig out their graves - and, surrounded, the poor Beryl fought tooth and nails with the tools he had to send them all back to their deep holes. Overwhelmed, he saw himself fighting side by side with a strange outsider - a psychopomp - and together they won the day.

The vagabond "warrior" took the teachings of Pharasma to his heart, and started to dedicate his time to her service, becoming a Mortal Usher in the process. He isn't a trained fighter - he uses improvised weapons - but was empowered by the Lady of Graves, and is nowadays fairly capable to do her bidding.

I like that mechanically I get to use the very strong shikigami style feats and combine with combat maneuvers (I'm a sucker for them) like feinting and disarming. Again, my colleagues will likely be kicking a lot more bony undead asses around me, but I still think I can be useful, and I love the opportunity of role playing such an unique character.


I updated Armand's sheet with a brief summary, but wanted to keep it somewhat open so we can make connections - especially if anyone else selected is of noble birth, in which case he could be their particular butler :)


Lapyd here with my butler! Still working on the background and sheet, but wanted to post the profile here already as a placeholder. I'm thinking on making him Belgian or French instead of British, so I can make him a mix of Poirot and Alfred Pennyworth; full of pet peeves, some cheeky arrogance of sorts and etiquette, but a warm and loyal friend inside. Not sure if anyone around is building a background of royalty, otherwise I'd just link him to NPCs :)