

Plugg gives a dismissive, almost challenging, sneer to Veronica's accusatory tone, "I said, get back to work. Unless you want to catch some lashings, too?" Almost absentmindedly, he adds, "And get that slimy thing off my deck."
The rest of the day and night go by without any additional surprises, though the snake does end up being the topic of discussion for the day. Spiders and rats seem to be the norm, but this appears to be the first snake that "found its way aboard."
---=== Day 20 ===---
The next day, work rotations return to normal, or at least as normal as they have become of late. Late in the afternoon, however, a new surprise is in store.
"Ship ahoy!"
The call comes from the crow's nest, and the ship suddenly all but explodes into activity. Captain Harrigan barks orders to the officers, who in turn start barking at the crew. The Wormwood turns to begin pursuing its prey, while the other ship attempts to flee. As the evening wears on, the Wormwood gradually closes the gap.
Got some prep work to do, so I'll update this tomorrow. Feel free to get in any RP in the time being. ;)
Plugg and Scourge turn to look at Ellie as she walks up on deck. Scourge looks a little nervous at the sight of her, before his eyes track down to the snake, and his expression turns to one of almost...sadness?
Plugg is much more composed, giving her a scowl, "So you found some vermin in the bilges and killed it? What, you want a medal or something? That's part of the job. Go get back to work, before you earn yourself a lashing!"
The crew seems a little off-put by the dead snake, but no one seems to want to cross Plugg in this moment. Despite a few murmers, they all go back to their assigned tasks in pretty short order.
I'll give everyone else a chance to react before moving on.
MacLaren's blow lands true, and instead of swimming away, the snake's unconscious body floats to the surface. Without any way to dodge the blow, Ellie's rapier makes the sleep a permanent one.
MacLaren: The poison lasts an additional 5 rounds. DC 14 Fort save to end the effect. 1d3 Con damage per failure.
Ellie strikes the water, but connects with nothing. There is a moment of calm stillness before the snake strikes again, this time lunging out of the water at MacLaren.
Attack vs FF: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Critical Confirmation: 1d20 + 6 ⇒ (2) + 6 = 8
Crit Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Fort save DC 14 vs Poison
Poison Con Damage: 1d3 ⇒ 1
The snake's fangs sink into MacLaren's leg, only doing nominal damage, but enough to deliver its venom. It then slinks back away, into the water.
It will provoke an AoO from MacLaren, with a 20% miss chance for concealment, roll high to hit.
Stealth to hide: 1d20 + 16 - 10 ⇒ (4) + 16 - 10 = 10
In the time looking at MacLaren to speak, Ellie has lost sight of the snake. It must be somewhere down there, in the murky water...
Opposed Stealth: 1d20 + 16 ⇒ (18) + 16 = 34
No further checks needed, at this time.
MacLaren does see Scourge prowling about in the main hold, but is able to get past him easily. In the lower hold, he sees that someone seems to have moved a large crate over the trapdoor to the bilges. Considering the effort it takes to open the door normally, he is certain the extra weight would make it all but impossible to open from the inside.
In the bilges, Ellie can still see the snake swimming its way through the murky water, waiting for her to come back down...
The snake continues to swim, circling the ladder in the disgusting standing water of the bilges. Ellie is too high up on the ladder for it to launch any kind of reasonable attack, but it seems content to wait for her to return...
Hanging off the ladder for an extended period of time isn't going to be viable, will need to start making Fort saves vs exhaustion after a while. Also, the snake will start to heal that nonlethal damage. Opening the hatch will require a DC 20 Str check, if you want to escape.
There appears to be no response to her cries for help. The snake, certainly, doesn't seem inclined to offer mercy. It hisses at her as she punches it again, and rears back before lashing out for another attack.
Bite attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Fort save DC 14 vs Poison
Con Damage: 1d3 ⇒ 2
Missing again, it retreats, diving under the murky water and attempting to hide again.
Stealth: 1d20 + 16 - 10 ⇒ (17) + 16 - 10 = 23
Opposed Perception check to track it.
That works for me.
Retcon: The snake lashes out at Ellie as she empowers herself, then retreats back to prepare for another strike, or to allow its venom to do its work. Being an ambush hunter, it isn't used to its prey fighting back so suddenly. Still, it presses the assault, lashing out again with its fangs.
Bite Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Fort save DC 14 vs Poison, again.
Poison Con Damage: 1d3 ⇒ 1
This time, its attack only catches the air.
As Ellie punches the snake, she also remembers that Beryl once found a couple of heavy maces in the bilges. With any luck, there might be something else down here she could use. You can make a Perception check, at a -2 penalty, to try to locate a weapon.
The snake takes the blow and recoils back in surprise. Being an ambush hunter, it doesn't seem to be used to being attacked first. Still, it recovers quickly and lashes back out, fangs bared.
Bite attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Fort save DC 14 vs Poison
Poison Con Damage: 1d3 ⇒ 2
Shortly after Ellie begins her work, her elf ears pick up a soft sound, almost imperceptible over the sloshing of water and creaking of planks; The sound of scraping of wood against wood, over the trapdoor overhead. Shockingly, she realizes that, based on where the sound stopped, something has been placed over the door, preventing it from opening. A moment later, she notices a new box in the bilge, that she has not seen in here before. In fact, it's less a box and more a cage. An empty cage. An empty, OPEN, cage.
A moment later, she spots movement in the water, moving towards her. A sleek, dark-scaled snake cuts through the shallow water with impressive ease, moving in for a strike!
Ellie Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Snake Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
First strike is yours, courtesy of your impressive Perception roll. The Bilges map has been updated.

---=== Days 15-18 ===---
Over the next few days, things take a turn for the worse. Every day, the members of the group are given tasks they least prefer, or are worst suited for. Ellie is consistently made to act as runner (giving Scourge ample opportunity to be a creep), Melli forced to do repairs, and Tempest tasked with activities requiring physical might she does not possess. Veronica does not escape, either, being assigned hard, tiring jobs each day. Compounding the issue, Plugg and Scourge start making frequent appearances throughout the day, ready to jump on any misstep or small error. As such, Bloody Hour starts to feature at least one of the group each night.
MacLaren is spared much of the abuse, but only because his work is separated from the others'.
---=== Day 19 ===---
Something is off, this morning, and everyone can feel it. When handing out job tasks, Scourge seems to take special care. Almost everyone in the crew is assigned tasks that will keep them above-decks, except for Ellie, who is assigned to the bilges, alone.
On her way down to the bilges, she is stopped by Scourge and Plugg, who briskly, and THOROUGHLY, search her for any weapons and confiscate them.
The bilges are, as always, hot and uncomfortably humid.
Just for a change of pace, I'm going to have you roll me a Perception check before I reveal any information.
The rest of the party can react or RP as they wish, though this will be something solo for Ellie.
That was impressively bad.
Rairis Krine lays into the entire lot of the group, ranting and raving about the poor performances that everyone displayed. Her profanity-laden tirade goes so far as to become entirely comprehensible with exotic insults and curses. By the time she is done, her voice is hoarse from screaming. Still, she doesn't make anyone repeat the exercise, seeming to assume that, at the very least, you have an idea of what the boarding process is SUPPOSED to look like, and if you fail during the real thing, then you won't be her problem anymore.
---=== Bloody Hour ===---
Every member of the group is subjected to six rope bashes for failing at the boarding exercise. This inflicts a total of 6 nonlethal damage.
---=== Dinner ===---
Dinner tonight is comprised of one of Kroop's "famous" fish stews, much to the groans of the crew.

---=== Days 12 and 13 ===---
The next two days are hot, muggy, and miserable. The crew, particularly those assigned jobs out in the sun or in the bilges, seem run down by the end of each day, and the Bloody Hours for these nights are particularly active as a result.
---=== Day 14 ===---
When the morning job assignments are handed out today, the group, along with Rosie and Sandara, are not given any work. Instead, Plugg directs them to report to Riaris Krine, the ship's master gunner. Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg, and her language makes Rosie Cusswell sound like a nun.
Typing out proper sentences for this character would get me banned from the Paizo forums for language.
Krine advises the group that the time has come to learn a vital pirating skill: Boarding. She explains, in curt rants laden with profanities, how to use the grappling hooks provided to hook onto an enemy ship and pull it close enough to cross over. She makes sure everyone understands the process, at least in theory, before dropping the news that it will now be time to practice. Rosie and Sandara are chosen first, and are placed in the ship's jolly boat for the exercise. Krine steers the boat out about forty feet from the Wormwood, then has the women attempt to grapple and climb up to the railing. To make things interesting, though, four additional crewmembers are assigned to stand on deck and attempt to knock them off.
As Rosie and Sandara attempt to climb the ropes, the pirates hurl rotten food, garbage, empty bottles, and buckets of bilgewater at them, attempting to knock them off the rope. It takes a little bit, but eventually both of them are able to make it on deck. Krine brings the jolly boat back around, and selects two more of the group to go next. This repeats until everyone has had a chance to go.
Please make ranged attacks (at a -6 penalty) vs AC 5.
Once you make a successful attack, please make DC 15 Climb checks for a total of 40 feet of movement.
For every 2 checks, make a DC 10 Reflex save, as you are pelted with non-damaging attacks. Failure results in falling into the water.
If you fall, you will need to reset and try again from the beginning. After 3 attempts, the task is completed, regardless of success.

With their crab pots filled, the party swims back to the Wormwood without further incident. As they clamber back up on deck, they see Plugg speaking with Captain Harrigan. Both men turn to look at the party, and Plugg excuses himself to approach, "What took yeh so long? Is it really that hard to catch a couple of crabs?"
Harrigan, who followed behind to observe, interjects, "Hold on, there. Are those reefclaws? You ever had reefclaw, Plugg? Some of the best eatin' I've ever had. See that these three are given proper reward." He points to Ellie, Melli, and Tempest and makes sure he gets an affirmative nod from Plugg before walking away. Plugg, for his part, shoots the party a glare, "Get these to Fishguts, then get back to work."
Assuming those three are the ones who bring back the reefclaws, the others were the ones to roll to catch crabs.
Kroop's eyes widen when he sees the reefclaws, and he gets to work almost immediately. For what is left of the day, MacLaren witnesses a whole new side of the man. He works with expert precision and skill, rivaling any world-renowned chef. Any requests for aid he makes are in the same curt, tight manner that one would expect in such kitchens, as well. The meal he turns out for the officers looks and smells amazing, and is plated with such care as MacLaren has not seen in a long time. It almost seems a shame that the majority of the crew won't get to even see it. Still, the remaining reefclaw meat is mixed with the crabs to prepare a stir fry more flavorful than most of the crew has seen in ages.
---=== Nighttime ===---
Bloody hour comes and goes, and dinner is served, much to the delight of the crew. The talk of the evening is the quality of the food, as it seems to be the finest cuisine the crew has ever seen come out of the galley.
Shortly after dinner is served, the group is approached by Cut-Throat Grok. She singles out Tempest and offers her a familiar backpack, "Cap'n said you should get this back. Apparen'ly, yeh impressed him t'day. There's a little extra in there, too, fer all of yeh."
Inside Tempest's backpack are the 2 potions she had on her before she was press-ganged, as well as 2 more potions marked as being Cure Moderate Wounds.
With the events of this day, you can all level up to lvl 2.

I'm not going to impose a penalty for Tempest's negative Str, but you're right that it wouldn't give any bonus.
Beryl and Cog jump in behind Veronica, while Ellie takes up the rope behind MacLaren. Both swimmers grab the ropes and kick for all their worth.
Giffer Swim: 1d20 + 6 + 8 ⇒ (6) + 6 + 8 = 20
Badger Swim: 1d20 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Both manage to close the distance, continuing the fight to get back on board.
Giffer Swim: 1d20 + 6 + 8 ⇒ (13) + 6 + 8 = 27
Badger Swim: 1d20 + 6 + 6 ⇒ (17) + 6 + 6 = 29
With help from the crew, both Giffer and Badger are pulled back on board, much to their relief.
Badger Medlar's attitude increased to Helpful for being saved.
With the excitement over, Plugg and Scourge get the crew back to work. The rest of the night goes by relatively swiftly, as the storm lightens considerably. By the time morning breaks, the ship is out of danger, and the swabs are able to go back to their normal assigned work.
Everyone needs to make a DC 14 Constitution check or be Fatigued at the end of the shift. Those who are already Fatigued, you are instead Exhausted.
Daily Tasks:
Veronica: 1d6 ⇒ 5 Lookout - For you, the DC is still 2 higher.
MacLaren: 1d6 ⇒ 3 Fishing
Kroop: 1d2 ⇒ 2 Kroop is drunk.
Beryl: 1d6 ⇒ 1 Man the Bilges
Ellie: 1d6 ⇒ 5 Runner
Melli: 1d6 ⇒ 3 Swab the Decks
Tempest: 1d6 ⇒ 6 Repairs
At the end of THIS shift, everyone will need to make a DC 18 Constitution check to avoid Fatigue/Exhaustion. Day actions are also available, as normal.
---=== Tempest ===---
Fipps finally relents and all but swears fealty to Tempest and her friends.
Fipps Chummlett's attitude increased to Helpful.
---=== Everyone ===---
At some point in the night, a particularly large wave catches the Wormwood while it is already listing, and the swell washes up and over the deck. Seconds later, the dreaded call comes, "Man overboard!"
A quick glance over the side shows that Giffer Tibbs and Badger Medlar have been washed over the side and are now struggling to swim back to the ship.
Time for a quick time event! The NPCs need to make Swim checks to get back to the ship, but the DC is pretty tough. You can throw them a rope to help them out, if you want.
Throwing the rope is a ranged attack vs AC 12, 10' range increment.
For the first round, the NPCs are 10 feet away, but that won't last very long.
If you hit, they will get bonuses on their checks equal to double the Str mod of the people on the rope.
Up to 3 people can be on the rope.

---=== Ellie ===---
Ellie will work diligently. Since she has a +7 on Climb, she is incapable of falling, even on a nat 1. So I'll just roll Perception for her.
Ellie Perception: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17 Success.
---=== Dinner ===---
As the end-of-day bell rings, the crew is allowed a quick meal, in shifts, of simple ship's biscuit. Scourge takes note of those who failed their tasks, but does not dole out punishment, "Yeh'll have ta wait til tomorrow 'fore ye get what's comin!" He shouts at Veronica, "Still need yeh in workin' shape for the night shift!"
---=== Night Shift ===---
There is no rum ration, no entertainment, and no sleep tonight. Once the crew finishes their "meal," Plugg reassigns tasks for the overnight shift.
Tasks:
Veronica: 1d6 ⇒ 6 Mainsail Duties
MacLaren: 1d6 ⇒ 2 Line Work
Beryl: 1d6 ⇒ 3 Upper Rigging Work
Ellie: 1d6 ⇒ 6 Mainsail Duties
Melli: 1d6 ⇒ 3 Upper Rigging Work
Tempest: 1d6 ⇒ 2 Line Work
Please make work checks. DC's are still +2 higher than normal. If you want to make a daytime ship action, you are free to do so.
---=== Tempest ===---
Jape nods in agreement, and gives the sylph a pat on the back in recognition. From the set of his jaw as he does so, Tempest at least has the idea that he's on board.
Jaundiced Jape's attitude increased to Helpful.
---=== Melli ===---
Tam seens just as irritable as ever, even moreso from having to work through the storm. He shakes his head at Melli, but when he responds, it's in the affirmative, "AYE! I THINK I'VE BEEN SEEIN' IT TOO! SCOURGE HAS DONE 'IMSELF INTO A CORNER, AN' I CAN'T CODDLE 'IM ANYMORE!"
Tam "Narwhal" Tate's attitude increased to Helpful.
---=== Veronica and Tempest ===---
There will be a post for the end of the work day, but I'll give you this, for now.
---=== Day 8 ===---
Overnight, the storm seems to have gotten stronger, and although work assignments are handed out to the swabs and MacLaren, within a couple of hours, they are all called back up on deck. The storm has finally landed on the Wormwood in full force, and the ship is being tossed about. Plugg is visibly stressed as he shouts over the wind, "All hands are required in the rigging if we're gonna survive this!"
He hands out new assignments to everyone, assisting the riggers in keeping things stable.
Daily Tasks:
Beryl: 1d6 ⇒ 1 Rigging Repair
Ellie: 1d6 ⇒ 5 Lookout
MacLaren: 1d6 ⇒ 1 Rigging Repair
Melli: 1d6 ⇒ 3 Upper Rigging Work
Tempest: 1d6 ⇒ 4 Rope Work
Veronica: 1d6 ⇒ 4 Rope Work
All DCs are increased by +2.
Plugg doesn't brook any discussion, impatiently shouting, "Now get moving!"
Daytime actions are available, though some may not be the best idea...
---=== Tempest ===---
Syl, already looking worn down and shaky from a stormy day in the rigging, nods weakly at Tempest. She attempts a smile, but still seems out of sorts.
"Slippery" Syl Longegan's attitude increased to Helpful.
---=== Brother MacLaren ===---
Badger laughs dryly at the crack about her name, "Yer not wrong, there. Thing is, piratin' isn't an old person's gig. Most of us die young. So, when yeh get to be my age, people start to realize yer not one to be messed with. Don't bother me none, really. But I appreciate the effort. And the meals have been gettin' better. So if yeh need me, I'll be there."
Badger Medlar's attitude increased to Friendly.
---=== Bloody Hour ===---
Despite the ill weather, or perhaps because Scourge doesn't want to be on deck anymore, there are no punishments for Bloody Hour tonight.
---=== Dinner ===---
Tonight, Samms Toppin helps MacLaren with dinner. The crew seems inordinantly grateful for the warm meal, especially those assigned to rigging duties. MacLaren recieves more "thank you's" than any other day this past week for his efforts.
---=== Night Actions ===---
Most of the riggers seem more interested in their hammocks by the end of the night than in doing any socializing or gambling. A pall of apprehension seems to have fallen over the crew, in part due to exhaustion, and in part due to the storm seeming to be growing stronger.
Riggers are available for Influence tonight, if you want, but the DC will be increased for any checks.

---=== Brother MacLaren ===---
Among the butchering tools, MacLaren is able to find a masterwork dagger. It appears that Kroop was using it as a butcher's knife, unaware of the actual value of it.
---=== Tempest ===---
Sandara checks in with Tempest during the day, and lends a hand where needed, so that the sylph can finish the day without exhaustion.
As discussed in Discord, allowing an assist with the Con check.
---=== Veronica ===---
Fipps looks disgusted, but finally relents, "So that's what's been going on, is it? I'm not about to get in the middle of anything, or stand in your way. Consider us even."
Fipps Chumlett's attitude increaed to Indifferent.
Veronica is unable to gather any information on Badger.
---=== Ellie ===---
Grok, seemingly worried about the storm outside, is relieved to have a distraction in the form of conversation with Ellie. Grok reveals that she's been on the Wormwood for several years, earning her place as Quartermaster after catching the previous holder of the title skimming plunder form himself. In that time, she's also befriended Ambrose Kroop, who she pities as one of the rare few who has been dealt a worse hand than her.
Cut-Throat Grok's attitude increased to Helpful.

---=== Day 7 ===---
Overnight, the storm worsens, the gusts of wind that accompanied the rain before now growing in force, frequency, and duration such as to cause noticeable deviations in the ship's cant. The ocean itself begins to churn, only adding to the effect. The crew awakens, and grumbles can be heard early about the weather and the need to work through it.
---=== Tempest ===---
Tempest awakens in a sweat, her body burning up. Sandara rushes to her side, looking her over, "Yeah, it's Filth Fever. Let me see what I can do." She does her best to treat the sylph with what she has on hand.
Sandara Heal: 1d20 + 6 ⇒ (15) + 6 = 21 Tempest gets a +4 on her Fort Save
Please make a Fort save, with the +4 bonus. DC is 12.
Success: No damage
Failure: Con Damage: 1d3 ⇒ 1 Dex Damage: 1d3 ⇒ 2
---=== Work Assignments ===---
Plugg is once more on hand, though seems more concerned with the weather than with job assignments. He leaves those to Scourge.
Daily Tasks:
Veronica: 1d6 ⇒ 6 Mainsail Duties
MacLaren: 1d6 ⇒ 2 Cooking
Kroop: 1d2 ⇒ 2 Kroop is drunk.
Beryl: 1d6 ⇒ 5 Runner
Ellie: 1d6 ⇒ 6 Repairs
Melli: 1d6 ⇒ 3 Swab the Decks
Tempest: 1d6 ⇒ 5 Runner
Work checks and daytime actions, please and thank you.

---=== Veronica ===---
Aretta seems in a foul mood, likely on account of the weather. She shoots Veronica a vile glare, "So, you're the one who's been getting into their heads? Fine, I know better than to fight the tides. If it puts me in the majority, then you can count on me for help when you need it."
Aretta Bansion's attitude increased to Friendly.
Unable to gain any information on Fipps.
---=== Tempest ===---
The crew is generally more subdued than usual, and Tempest's words fail to rouse them after a day of getting rained on. Fipps does, reluctantly, take her bait, though.
---=== Ellie ===---
Fipps sits down across from Ellie and sneers at her. He extends his chubby arm to start the contest...
Fipps Strength: 1d20 + 1 ⇒ (17) + 1 = 18
...and quickly overpowers her, slamming her hand into the broken glass.
Damage: 1d2 + 1 ⇒ (1) + 1 = 2
Without a word, he stands and goes back to his corner with his winnings and rum.
---=== Brother MacLaren ===---
Jack shrugs, "I dunno. Haven't been on the ship during a storm, yet. Depends on Cap'n. Other ships, if extra men are needed on the sails, they send swabs up there."
---=== Melli ===---
Rosie shrugs, "Dunno much about the f***er. Him and his group don't deign to talk to the rest of us much. They keep close knit, though that's been changing."
No information gained.
---=== Bloody Hour ===---
Fipps Chumlett and Sylk Lonegan are called up for punishment tonight, but it's clear Scourge's heart isn't in it. He gets the whipping done quickly and retreats belowdecks without too much fanfare. He does pause near Ellie, though, with a smile he must think is charming, "Shame, I was starting to enjoy having you under my whip. We should arrange some way to make that happen more."
I physically gagged typing that.
---=== Dinner ===---
Tonight, it's Jack Scrimshaw who helps MacLaren serve up the meal, since Kroop is in no condition to be of any use to anyone. Tonight's meal is taken in the main hold, rather than on deck, due to the rain. The entertainments are also much more subdued, especially as the rain outside seems to worsen.
Nighttime actions are now available.

---=== Veronica ===---
Maheem scowls at Veronica's display of magic, but nods along to her words, "I have. Loyal to no one but themselves. Even more than other pirates. I've seen how you treat the others. Think I'd like some of that."
Maheem's attitude increased to Friendly.
---=== Brother MacLaren ===---
You don't need to take the -4 when Kroop is drunk if you're just Cooking. It only applies when you have to do another task, in addition to cooking.
You DO need to make a Diplomacy check to request your gear back from Grok, though.
MacLaren Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23
Grok nods solemnly at MacLaren's request, "Aye. He needs all the help he can get, poor guy."
Grok returns MacLaren's starting gear without any incident.
You can also request a loan of up to 150gp worth of gear from the shop, OR recover one additional person's gear. I think Tempest is the only one who still hasn't.
---=== Tempest ===---
Fipps seems to be in a foul mood on account of the weather, and isn't having any of the sass today, "Piss off. I ain't afraid of you."
Check failed by ≥ 5. Fipps Chumlett's attitude reduced to Hostile.
---=== Day 6 ===---
Morning comes once more, though one might not realize it judging by how dark the sky is. Rain comes down in heavy sheets, as far as the eye can see. Distant lightning and the occasional gust of wind portend the imminent arrival of a storm.
Plugg makes an appearance, once again, to personally hand down Veronica's task with a look of disdain. Scourge, meanwhile, hands out the duties to the swabs, continuing to take special care when selecting tasks for both Ellie and Sandara.
Daily Tasks:
Veronica: 1d6 ⇒ 5 Lookout
MacLaren: 1d6 ⇒ 2 Cooking
Kroop: 1d2 ⇒ 2 Kroop is drunk.
Beryl: 1d6 ⇒ 3 Swab the Decks
Ellie: 1d6 ⇒ 5 Runner
Melli: 1d6 ⇒ 1 Man the Bilges
Tempest: 1d6 ⇒ 6 Repairs

---=== Tempest ===---
Syl seems to be absolutely terrified of Tempest and her threats of retaliation. She all but begs forgiveness from the sylph, and beats a hasty retreat.
"Slippery" Syl Lonegan's attitude increased to Indifferent.
---=== Veronica and Melli ===---
Conchobar smiles charmingly, and does his best to laugh off the need for an apology, "Think nothing of it, my dear! Water under the bridge." Still, it is obvious that he appreciates the gesture. For as long as Veronica, Samms, and Melli can tolerate, he continues to make pleasant conversation, sprinkled with obvious, though not overbearing, flirtation. He turns out to be rather charming. He's a bard with 17 Cha...
Conchobar Turlach Shortstone's attitude increased to Helpful.
---=== Brother MacLaren ===---
The galley is in quite a state after Kroop was left to fend for himself, but MacLaren is able to get things at least back to a usable state before heading to bed.
---=== Ellie ===---
Ellie's bet is honored, and paid out with only mild grumbling.
Transition post to come.

The +2 does apply, since the rules say Charisma checks, rather than Influence chacks.
As if on queue, distant flashes of lightning can be seen on the horizon, and the subsequent thunder rolls over the ship. There is a moment of silence while the crew, and Plugg, process what Tempest said. Plug turns to glare at Tempest, but before he can open his mouth to speak, the mutterings from the crew escalate to a fever pitch, words of agreement, demands to honor Veronica's win, vaguely angry shouts. Plugg narrows his eyes a moment, then looks up at the aftcastle railing, where Captain Harrigan and the other officers have appeared, and are watching on.
Plugg turns back one more time, fixing Tempest with a glare that could curlde milk, but doesn't respond. Instead, he drops the pouch of gold where he stands, then marches off to the officers' quarters.
Owlbear stares at Veronica for a long moment before hesitantly taking her hand. He allows her to lead him to Brother MacLaren. Tears still flow from his eyes, though unlike the tears of pain and fear previously, these seem to be something else.
Owlbear Hartshorn's attitude increased to helpful.
As the crowd goes back to their own devices, talk continues about the fight and the resulting chaos that followed. As the night wears on, it begins to rain, a soft drizzle at first, though by the time the last of the crew retires to their hammock, it is a steady downpour.
Nighttime actions now available.
The assembled pirates groan and jeer, but start to break up now that the fight's over. Plugg snarls at the outcome, and reaches down to grab the purse at his feet, "Well, if there's no winner, then no one wins the pot."
Plugg stares down Tempest after her outburst, as if daring her to act on her impulse. He is distracted, though, as Owlbear cries out and backs away from Veronica. His face no longer the confident mask it was before, he cowers back, looking more like a terrified child, "Noooo! No more hit!". The crew near the edge push him back towards Veronica, though, jeering and laughing at the man.
"Stop crying, you big baby! Finish the fight!" Plugg shouts at Owlbear.
Seeing Owlbear taking hits, Plugg's smile fades. He pulls a club from...somewhere, and lobs it at Owlbear.
Throw: 1d20 + 4 ⇒ (15) + 4 = 19
Catch: 1d20 - 3 ⇒ (15) - 3 = 12
Owlbear misses the club, and clumsily chases after it, finally picking it up from where it fell.
It'll take a move action to get to him, but he doesn't make an attack, and he moves out of your threatened area, so another free AoO. You're welcome. ;)
Owlbear takes the hit, and his eyes widen in fear. Still, he lurches forward, his meaty fist sailing towards Veronica. However, his form is sloppy, crude. He obviously hasn't had any formal training in the art of hand-to-hand combat, and he leaves himself wide open.
Since you have Improved Unarmed Strike, his attack provokes an Attack of Opportunity from you.
Unarmed Attack: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Nonlethal Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Plugg makes a sound that vaguely resembles laughing, and turns to the other pirates, "Looks like we have a challenger!"
The crew cheers and forms a circle around Owlbear, big enough to act as an impromptu arena. Owlbear towers over Veronica, grinning dumbly. He drops into a fistfighting stance as Veronica steps up. Plugg drops a purse full of coin on the deck at the edge of the circle, seeming to be enjoying himself.
Something: 1d20 + 2 ⇒ (7) + 2 = 9
Veronica Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Owlbear Initiative: 1d20 - 1 ⇒ (6) - 1 = 5
First move is Veronica's.

---=== Bloody Hour ===---
Scourge seems to be in high spirits come Bloody Hour, taking sn inordinate amount of glee in calling out Ellie for failing, miserably, in her task. He even goes so far as to physically drag her to the mast himself, something he usually refrains from doing, or has one of his flunkies carry out.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Nonlethal Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Nonlethal Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Nonlethal Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Once this is done, he calls out Melli, though he allows her to take her own place on the mast, or has her dragged there by someone else.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Nonlethal Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Nonlethal Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Nonlethal Damage: 1d3 + 2 ⇒ (3) + 2 = 5
No other crewmember is punished this night.
---=== Dinner ===---
Dinner is served up by an exhausted-looking Kroop, and consists of a frighteningly poor version of his fish stew. Several of the crewmembers grumble about it, but no one refuses the meal.
Just as people begin to finish eating, Plugg and his cronies lead Owlbear Hartshorn onto the deck. He clears his throat and gives a wicked sneer, "How about a bit of sport?" he calls out, to the cheers of some of the assembled crew. Plugg strides over to where the newcomers are sitting and narrows his eyes, "How about one of you, eh? Do any of you dare to take the challenge? Any one of you up against my pet Owlbear. No weapons, no magic, just bare knuckles or wrestling, one-on-one. I'll tell you what, I'll even make it interesting: A hundred-and-fifty gold pieces to the winner. Whattya say? Any of you got the guts?"
The crew shouts joyous praise for the idea, urging certain members of the group to take it on, or discussing loudly who they think might stand a chance. Some side wagers even start getting made. Owlbear, for his part, seems to enjoy the attention, and makes a show of flexing and making himself look tough to get the crowd going even more.
Any one of you can take the challenge, or put up any belongings/coin you might have as a wager on your chosen champion.
---=== Melli ===---
Grok begrudgingly hands over Veronica's equipment to Melli. The time it takes, though, prevents Melli from being able to finish up her daily task.
---=== Veronica ===---
Narwhal huffs and turns away, but doesn't deny any of Veronica's suppositions, "Look, I don't know why, but Scourge has it in for ya. I've known him a long time, but I aint about to get killed for him, y'hear? Whatever little power struggle you're trying to pull, leave me the hell out of it."
Tam "Narwhal" Tate's attitude increased to Indifferent.
Samms and Ratline go back and forth for a moment, comparing notes on what they've heard about Syl Lonegan. There seems to be a rather large number of rumors about her, and all that's really known is that she's mentally unstable, a serial murderer, and that she's afraid of thunder.
End of Day post to follow.

---=== Beryl ===---
Badger seems unimpressed with Beryl's display of magic, and refuses his proferred hand. Instead, she scoffs and goes back to her own work.
Badger Medlar's attitude is unchanged.
---=== Brother MacLaren ===---
Jack doesn't have any pertinent information to give, and seems more than a little scared of Shivikah, but goes along and does his best to talk up MacLaren's skill in the kitchen. Shivikah, for her part, seems to loosen up at the food talk, and does offer a few suggestions on how certain herb mixes might spice things up in a way that might make a Mwangi feel a little more at home.
Shivikah's attitude increased to Friendly
---=== Ellie ===---
What dice gods have you insulted?
---=== Tempest ===---
Cog seems all too happy to help put the fear of the gods into Jaundiced Jape, even mentioning that he's had trouble with the big half-orc before, as well. Jape seems to buy into Tempest's threat almost too well, nearly tripping over himself as he shies away, nodding and bowing pleadingly as he goes.
Jaundiced Jape's attitude increased to Indifferent.

---=== Ellie and Melli ===---
Sandara shrugs, "Sorry, but I haven't worked with her all that much. I just know she tends to hang around with that group." She motions to where the hostile group is gathered, along with Scourge, "I tend to avoid them as best I can."
---=== Day 5 ===---
The night passes, and morning comes again. Tempest's rat bites still seem a bit swollen, but she doesn't feel any worse for wear. There are mutters from the crew that MacLaren's display at Bloody Hour got under Scourge's skin, and there seems to be some chatter about what the Boatsawin might do in retaliation.
The morning bell rings, and the crew make their way up on deck to receive their assignments for the day.
Daily Tasks:
Veronica: 1d6 ⇒ 2 Line Work
MacLaren: Scourge approaches Brother MacLaren with an evil sneer, "You know, we woulda been fine leaving it with the lashes, and sending ya back to the galley today. But you had to go ahead and be a smartarse about it. So today, ya get to go work the bilges. See if that improves yer attitude any." Man the Bilges, from the Swab list.
Beryl: 1d6 ⇒ 3 Swab the Decks
Ellie: 1d6 ⇒ 5 Runner
Melli: 1d6 ⇒ 4 Hauling Rope and Knot Work
Tempest: 1d6 ⇒ 2 Rat Catcher
Daytime Actions are now available.
---=== Tempest ===---
Sandara Heal: 1d20 + 6 ⇒ (2) + 6 = 8
Sandara takes a quick look at the wounds and frowns, "It does look like they might have been carrying something, but I can't say for sure. We'll have to keep an eye on you over the next few days, in case you start showing symptoms. I'll do what I can if you do."
---=== Veronica ===---
Conchobar initially attempts to flirt with Veronica, though his expression quickly changes when it becomes clear that she means to threaten him. He seems at odds between his womanizing ways and his newfound fear for his fellow rigger. In the end, he simply nods dryly.
Conchobar Shortstone's attitude increased to Indifferent.
---=== Brother MacLaren and Beryl ===---
Owlbear seems unaccustomed to the attention being given him, but does his best to smile and laugh at MacLaren's antics and Beryl's jokes.
Owlbear Hartshorn's attitude increased to Indifferent.

---=== Veronica ===---
Jack still seems a little shaken, but is thankful for Veronica's kind words, as well as the gift of mead. He turns out to be a friendly sort, overall, and enjoys chatting.
Jack Scrimshaw's attitude increased to helpful.
---=== Tempest ===---
Giffer seems uncomfortable with the request, but goes along with it, especially once it becomes clear Tempest means Tilly no harm. Tilly, for her part, seems to enjoy trading stories with Tempest and Giffer, and warms up quite considerably.
Tilly Brackett's attitude increased to helpful.
---=== Ellie and Melli ===---
Grok frowns at the request, but nods, "I'll tell you two the same as I told the dwarf: Everything that comes aboard belongs to the Captain. I can't go handin' it out, else I'll end up gettin' keelhauled. However, I can provide a loan. If you get ordered to return it, though, it better be back here before the next bell. You understand?"
Ellie and Melli are able to recover their starting gear. Melli can also request a loan of up to 150gp worth of gear, OR get someone else's starting gear back.
---=== Beryl ===---
Rattsberger seems to enjoy Beryl's story, though doesn't have much to tell about himself. Seems he grew up swapping from ship to ship to ship before ending up on the Wormwood, and hasn't had a chance to swap off again, yet.
---=== Bloody Hour ===---
For failing to catch enough fish to replenish the stores, Brother MacLaren is sentenced to three lashes.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Nonlethal Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Nonlethal Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Nonlethal Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Jack Scrimshaw is likewise sentenced to three lashes, for failing to handle his rat-catching duty by himself.
Finally, Conchobar Shortstone is called up and sentenced to three lashes for apparently spendig the day trying to chat up Rosie Cusswell instead of doing his job.
---=== Dinner and Nighttime Actions ===---
Brother MacLaren is expected to bring up the meal and serve it, himself, despite having just been whipped. Cog steps in, however, and helps him at least bring the meal on deck, and Sandara speaks, quickly and quietly, when receiving her portion, "Let me know if your back needs some healing, in case you're already spent."
Nighttime actions are now available!
---=== Crew Berths ===---
As the conversation winds to a close, the group is able to return to their daily tasks. While Brother MacLaren likely needs to return to the galley as swiftly as possible to make the day's meal with whatever he has available, the others need to make their way abovedecks where Plugg is waiting.
He fixes the lot with his usual look of disdain as they approach, "Well? Is it resolved?"
No question of what was down there, or what you had to do. Just a question of if the issue is resolved.
You are now free to take your daytime actions. I will also need the Profession check from MacLaren for cooking the meal.
---=== The Bilges ===---
Brother MacLaren and Beryl manage to crush a good number of rats with their respective attacks, but Tempest and Ellie fail to follow their example. Veronica finds herself unable to act, in lieu of preventing herself from vomiting. Luckily, Melli is able to swoop in and save the day, skewering enough to cause the horde to break up and scatter.
The group finds themselves alone in the uncomfortably hot, humid bilges. With all the activity, any more time spent may well lead to heat stroke. And Plugg is expecting them to report back at some point...
Battle over! Well done.
Will: 1d20 + 2 ⇒ (15) + 2 = 17 No luck.
---=== The Bilges ===---
The large rat deftly dodges MacLaren's strike, but leaves itself off-balance enough that Melli is able to land a brutal, and fatal, attack. Meanwhile, Beryl's water blast streaks through the swarm, knocking a few of them off kilter, though the remainder stand strong. Locking on to the nearest warm-blooded creature, the horde swarms over Tempest and Veronica, biting and scratching and crawling and writhing...
Damage: 1d6 ⇒ 2
Fortitude Save DC 12 or be Nauseated for 1 round
Fortitude Save DC 12 vs Disease
Will Save: 1d20 + 2 ⇒ (17) + 2 = 19
The rat swarm seems unaffected by Tempest's spell.
The bilges are blisteringly hot, and oppressively humid. As Vernoica descends, and her eyes adjust, she can see another writhing mass of rats near the bow of the ship, but perhaps more concerningly, a lone rat the size of a small dog is in the stern. It looks up at her as she hits the ground...
That's Veronica's turn. The rest of you are free to act, before the rats do.
Despite her flashy display, Tempest's electric attack has no appreciable effect on the swarm. Veronica, MacLaren, Beryl, and Ellie, though, manage to clear out enough of the swarm that it starts to disperse. From below the hatch to the bilges, sqeaking and scratching can be heard, though no new rats emerge from the hatch.
The hatch requires a DC 10 Strength check to lift.
|