Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


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The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

Maheem listens to Vincent's spiel and Jordan's overtures, the scowl never leaving his face. He stares at Culder a bit but then turns to and addresses Jordan. "It appears to me that you, Banner, are the true leader--or at least spokesman--for your little clique. Syl and I bear you no ill will--you're a better cook than Fishguts. More dependable, at least. Culder and Tar-toes are our brother riggers--they've earned our respect by the work they put in every day. I care not one way or the other for magic or your sorcerer. But I am Rahadoumi, and I spit on your god-slave friend, Aghon. He and Aretta are the source of discord on this isle. If you order your priest to undo the damage done to Aretta...I will agree to let bygones be bygones. I will speak with Syl about doing the same, but she and Aretta are close like sisters--crazy sisters."


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan nods and says "I know nothing about a curse or disease, but at the very least Aghon can treat it."

With that, Jordan will walk towards Aghon. Nodding at Aretta, he asks "Can you do anything for her?"


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon helps Aretta put her teeth back in her mouth and then calls on Hanspur to give her some healing energy to hold them in place.

Channel Energy: 1d6 + 1 ⇒ (3) + 1 = 4

There now, that's one nice thing we god-slaves can do, anyway. Aghon says giving Maheem a hard stare. Then, looking at Aretta he says. That should hold for a while. You need to eat more citrus fruits, that'll help get the illness out of your body. Aghon says, with a tone that makes it sound like that should have been obvious.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder lowers his oar and climbs into the boat. "A'right, we wasted enuff time. Le's get rowin'."


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

An agreement of sorts is worked out and bloodshed is averted, at least in the near-term. Aretta only grunts something when Aghon is the bigger person and helps heal her damaged mouth and hints at a treatment; it's fairly certain the woman will continue to hold a grudge. Culder and Maheem ferry the crew--including the stricken Jack and Tilly--back to the Wormwood before returning one final time to the small island to retrieve the small treasure chest.

While the two burly riggers are away on their treasure retrieval mission, much of the crew, including Mr. Plugg and Master Scourge representing the ship's officers, gather to gossip a bit and see the treasure brought aboard. Aretta's had a whispered conversation with Scourge and the pair have since chatted with others in their circle of cronies. Sandara Quinn is summoned on deck to heal Aretta fully and, if possible, heal Jack and Tilly. While Red's able to treat Aretta's mundane wounds, she's unable to do anything at the moment for the two other stricken pirates. She claims that she can prepare a spell that might help tomorrow morning and suggests that Jack and Tilly be put in hammocks for as much bed rest as possible; she volunteers to watch over the pair and give them long-term care.

She's about to head belowdecks to start the treatment when Scourge grabs her roughly by one arm and yanks her back. "Where ye think ye're goin', Red? I need yer talents here when the two bigguns git back with this alleged treasure!" He then whispers something into Sandara's ear that makes the pirate priestess scowl at him in distaste and loathing.

Everyone But Culder: Perception Result 18+:

Scourge whispers, "I need ye to scan the treasure--an' the new blood--fer magic, in case they be holdin' anythin' out on us."

Culder Only:

On the boat ride back to retrieve the treasure chests, Maheem warns you that Aretta tends to hold grudges and that Aghon in particular had better watch his back around her.

**************************************

When Culder and Maheem return with the chests, even Captain Harrigan is watching the proceedings from the poop deck. Sandara Quinn quietly casts a spell and turns to Scourge, saying, "Nothin'. Everythin's clean an' mundane. May I go tend to the injured crew now?" Scourge just scowls in reply.

A hint of a breeze tickles the Wormwood's sails, and when the Captain hears the tale of sea hags in the area, he barks orders to Plugg and Scourge to get their men into action and prepare to set sail.

If anyone wants to interact further (be it with Aretta or any other member of the crew), feel free to do so. To push us along, I'm also going to nudge us into Night 13 now.

*************************************
Night 13: The Wormwood

After a few hours of scrambling work, the Wormwood's ready and able to sail south. After a short journey south, Capt. Harrigan gives orders to drop anchor in some shallows 100 yards or so from a large reef. To defend against any raids by sea hags or any other marine threat, he orders Jape and Narwhal to get some sleep after dinner, as they'll be up on night watch once the rest of the crew hits their hammocks. Fishguts Kroop was sober this day and prepared a surprisingly hearty chicken soup that hits the spot. The crew gather on deck to enjoy the swelling breeze of cool air as the heat wave begins to break.

Please let me know your characters' Nighttime Actions. Jordan: I updated your tab for your interactions with Maheem on the island.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Just missed it.

After dinner and a few moments to enjoy the cool breeze Aghon goes down to see Sandara and her patients. He takes a moment to brush some stray strands of Tilly's hair back behind her ear, and speaks quietly to Sandara. You think they're going to be okay?


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

perception: 1d20 + 1 ⇒ (6) + 1 = 7

vincent is going to go asleep with the wand still in his boot


The Man's Promise | Ship Actions | Current Battle Map

Night 13: The Wormwood

Sandara looks grim as she considers her answer to Aghon. "I think Tilly'll be fine, given time an' rest. Poor Jack, though; I've no idea what's ailin' him...might be a curse or the like. I'll do my best to see him through, though--count on it."

Then her eyes grow wary yet mischievous at the same time and she grins at her fellow priest. "So...what sort o' magical trinkets did you lads find on that isle that you kept for yerselves?" she asks in a knowing whisper.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Jordan heard the words spoken by Scourge, but he took care not to show it. Besides, he felt fairly safe that Sandara wouldn't say anything to the loathsome man, but one could never be sure. He'd have to see about finding a place to stash the items, or maybe even look to appeasing Scourge with one or two small trinkets...though it seemed a waste on such a man. Maybe Sandara would have an idea on that.

***

After the ship weighs anchor for the night, Jordan takes a few moments to find an orange, peeling it and leaving it in slices. Putting it on a plate, he goes to find Aretta, wherever she is, and give it to her, with the comment "Doctor's orders."

After handing her the plate, Jordan will sit down a few feet away, facing Aretta, and ease back, letting himself relax after the strenuous day.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Seeing absolutely no reason to lie to Sandara, since she obviously hid their secret from Scourge, Aghon leans close and whispers right in her ear. An ioun torch, an efficient quiver, and two bottles of messages. Thank you for not telling the Captain or Scourge. If you ever need anything from me Sandara, you just need to ask. Your one of a few people on this ship that I'd gladly bleed for.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis makes his excuses for the day and climbs into his hammock, sure that there will be hell to pay in the rigging come morning.


The Man's Promise | Ship Actions | Current Battle Map

Night 13: The Wormwood

Down in the crew's quarters, Aghon, Jarvis, and Sandara find themselves alone with their patients: The rest of the crew is enjoying the refreshing breeze up on deck following a half-day of work. The redheaded cleric of Besmara gives Aghon a smile when he thanks her for not ratting him and his chums out.

"I'm on yer side, 'specially when Scourge be on the other! Just to warn ye: Scourge wanted Lady Longfarthin' to scan yas fer magic, but I think she's had 'bout her fill o' Scourge as well--told him she was busy. Scourge also organized another hunt for the lil rat-thing while ye was on the island, but even that vile critter don't want nothin' to do with that bastard. Not a whole lot o' firepower in what yas found, but every lil bit helps. Just hold onto it an' keep it secret. We'll get a chance to get off this floatin' asylum one o' these days--be ready when that day comes."

************************

Up on deck, Aretta takes the offered orange from Jordan suspiciously and wordlessly, but eventually she eats the piece of citrus. She doesn't thank the cook's mate or offer any semblance of conversation, however.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Believe me Sandara, we're more than ready. You just give a whistle and we'll turn this friggen boat upside down for ya. Aghon whispers, and then takes another look at Tilly and Jack, trying to see if there's any clue he can get to how to heal them.

Take 20 Heal Check: 20 + 8 = 28

I'll need some GM ruling/input here, because what I'm trying to do is decipher what exactly is wrong with both of them, but the Heal Skill doesn't actually provide that as an ability of the skill. Hoping there can be some kind of information gathered from someone who is skilled in the healing arts.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Up on deck, Jordan just leans back and lets his eyes close for a moment. He'll wait until Aretta is done, then wordlessly take the plate away. Feeling tired, he makes a note to talk to Aghon or Sandara and see if either of them can help him get his strength back.

Getting back to the kitchen, Jordan takes a minute and asks Kroop about the other officers of the ship and what they're like. At least, the few he's seen.

Trying to get more of a grasp on local politics. Also, I'm wondering how the other officers normally interact with the crew.


The Man's Promise | Ship Actions | Current Battle Map

Night 13: The Wormwood

Sandara gratefully accepts Aghon's help in trying to diagnose just what's wrong with Jack Scrimshaw. As they examine the still-alive but still-staring-wide-eyed young pirate, Lady Quinn talks quietly about escaping servitude aboard the Wormwood. "As long as Cap'n Harrigan's aboard--or maybe Peppery Longfarthing as well--I'm afraid we're outmatched. I hear tell that Riaris Krine be an accomplished fighter in spite o' her peg-leg; no idea about 'Stitchman' or the gnome Salt, but that fella Kipper gives me the shivers for some reason--I think there's more to him than he lets on."

After a thorough examination of Jack, the two clerics come to the conclusion that the young pirate must've been felled by the first hag's evil eye power. "I've heard tales o' sailors felled by a hag's gaze that wake up a few days later, haunted by nightmares but otherwise none the worse for wear," Sandara says softly. "But I've also heard that many folks don't come 'round at all, passin' to the Graveyard in their sleep. Mayhaps I can use me magic to give Jackie here a fightin' chance."

****************************

Kroop, who's surprisingly sober, invites Cut-Throat Grok to join the conversation with his assistant regarding the ship's officers.

"What the Cap'n says goes, o' course," the unkempt cook begins. "An' his Lady Mage, Pepp'ry, she always backs him. Old friends, they be. She be a lot nicer an' understandin' than the cap, o' course. Riaris--the master gunner--she swears up a storm an' can be short-tempered with fools who don't carry their own weight, but for the most part she be fair an' the Cap'n trusts her. Stitchman's a loner, an' not much o' a healer. Seems every sailor what ever lost a limb aboard the Wormwood be dead an' gone now...'cept fer Riaris, o' course."

"I'm guessin' I needn't tell ye 'bout Scourge an' Plugg, eh? Plugg's only been with us fer a year or so, but the Cap'n's taken a real shinin' to him--mayhaps he sees a younger version o' himself in the sadistic bastard. I think some o' the other officers resent Plugg's rise but know better than to challenge him what with Harrigan bein' so supportive o' the fella. Scourge be a piece o' crap; Kipper an' that pink gnome Salty Somesuch lick his boots even tho Kip's s'pposed to be Riaris's underling."

"Not a one o' them ought be trusted, lad," Kroop concludes. Grok grins and chimes in with a hearty "Aye! That's why we drown our sorrows with rum!"


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"I'll drink to that," Jordan says. Jordan will spend the rest of the night drinking and talking with Grok and Kroop before retiring to bed.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Sorry for the delay, busy week. Should be getting back to regular posting now.

"Aretta's dumb as Scourge..." Culder answers Maheem as the two men row back to the Wormwood, "How we ever gonna take a'other ship when half our crew would jus' as soon see th'other half get hacked up? Hells if I ran across Aretta losin' a figh' on deck I'd be 'bout as likely t'kill her meself as t'help her. 'N' how dumb ye gotta be t'piss on me? I'da signed on willin' iffin they'd asked, I can sail 'bout as good as any man on board, 'n' I can figh'- but 'stead o' makin' me par' o' th'crew they make me a pris'ner. Ain' a good way t'go."

***************************

After dinner Culder slips downstairs and finds Sandra and Aghon looking over their patients. "Thanks," he says to Red with a nod, "Anythin' I can do t'help ye jus' say th'word. Some o' us on this boat knows th'value o' a friend." Having spoken his piece, he gives Aghon a solid pat on the back then heads up on deck.

As the sun begins to set he removes his armor and boots and sets them neatly by the railing. With a smile and a nod to Jape and Narwhal, he dives overboard. Swimming down to the reef, he gathers a few crabs and enjoys to cool sea water. After climbing back aboard he gathers his stuff and heads down to see Owlbear. "Got ye some more frien's," he announces as he sits down next to his simple friend. He stays and chats for a little while and tells the man about the spiders, and gravedigger and the hag (but not the treasure) before turning in for the night.


The Man's Promise | Ship Actions | Current Battle Map

Night 13: The Wormwood

On the boat trips to and from the small island to gather and transport the treasure chests, Maheem opens up a little to Culder.

"Gotta be careful plucking new crew in Port Peril--stealing another captain's crew out from under him is bad business, especially if that man happens to be with one of the Hurricane King's ships. Buying folks outta the local jails is safer. I'm with ya on the whole crewmates gotta have each others' backs things. Scourge seems to have something against you new blood, though, and he tends to hold a grudge."

***************************

Back on the ship, Owlbear's glad to see his only friend on the ship again. He's appreciative of the new batch of crabs (the old ones all died for some reason) and the big simpleton's enraptured by Culder's tale of adventure and battle on the island.

"I like your hair," Owlbear says suddenly. It takes the Captain a moment to realize the big man's not talking to him: the green-and-yellow-haired gnome--Giffer Tibbs--has crept up silently on the pair.

"Thanks!" she says with a grin to Owlbear before addressing the Captain.

"That thing you wanted me to get for a certain person...I had a talk with it and think I could convince it to come down tomorrow if I had a few pieces of dried fish. Think your friend the cook could get me some? If he can--and unless Scourge assigns me to the bilges--I think I'll have somethin' to give you by Bloody Hour tomorrow."


The Man's Promise | Ship Actions | Current Battle Map

Day 14: The Wormwood

Despite the decent weather after the heat wave and dead calm, the crew is in a somber mood this morning as they gather on deck: Word quickly spreads that Jack Scrimshaw passed away during the night.

"That means we be down two set o' hands," Scourge snarls at his swabbies. "Ye'll all just have to dig deep an' make up fer the loss o' Badger an' Jack. No whinin', no b!+%*in'--get yer job an' then get it done! Understood?"

Aghon & Vincent Daily Task:

Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 12 Constitution check to avoid being fatigued at the end of the shift.
Co-Workers (2): Sandara Quinn, Tilly Brackett.
Notes: The bilges are unbearably hot due to the recent heat wave (thus the DC of 12 instead of the usual 10 to avoid fatigue). Tilly told Scourge that she was unfit for the task currently due to lingering weakness from the hag's gaze, but Scourge just grinned and told her to suck it up. Sandara, too, feels Scourge is punishing her for not being able to save Jack Scrimshaw.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Culder Daily Task:

Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks (NOT required; good weather), followed by a DC 10 Profession (sailor) or Dexterity check.
Co-Worker: Maheem. While still not talkative, the Rahadoumi man now at least chats with you a bit instead of just ignoring you.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Jarvis Daily Task:

Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks (NOT needed; good weather) followed by a DC 10 Perception check.
Co-Workers None.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Jordan Daily Task:

Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food.
Co-Worker: Kroop's sober again. Grok's a bit depressed about the loss of Badger and Jack Scrimshaw.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Secret GM Rolls:

Jack Scrimshaw Fortitude save: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

"Thanks, Giffer," Culder replies, "I'll fig'r ou' sumthin' with th'cook's mate."

********************

Culder soaks in the morning sun in the high rigging. He's polite enough with Maheem to make a little small talk but is truly no more talkative than his coworker. He works hard all morning to get ahead of schedule then slips away as the midday heat rises. Heading down to the kitchen he finds Jordan and asks, "Hey, I need a few bits o' dry fish, can ye help me?"

Once he's run the fish to Giffer he hurries back to the high rigging to finish his work.

profession (sailor), shirking: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

strength: 1d20 - 1 ⇒ (15) - 1 = 14
constitution: 1d20 + 1 ⇒ (20) + 1 = 21

well it seems that the events of the island has made Vincent a little stronger, perhaps all this physical labor isn't a bad thing. he'll take a little time to attempt to mend things with tilly as things are probably still a little sour, and with one ally gone already, he can't really afford to stack people against him.

influence: 1d20 + 5 ⇒ (16) + 5 = 21


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis scampers up the rigging to the solitude of the crow's nest. While there, he stares out at the horizon, eyes scanning for anything to report.

This is a far cry better than staring down a hag or fighting some giant spider ba$tards. At least here I feel useful, more or less. I will need to find a way to learn some more offensive magics, if possible. I can't be left bereft of combat ability again.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

When Culder stops in, Jordan tosses him some dried fish. "Need a bit of a snack?" he asks before gathering up his gear.

Survival: 1d20 + 5 ⇒ (7) + 5 = 12

Turtle hunting went well, but Jordan felt tired as he gathered up the meat and gear. Was it left over from the hag's gaze yesterday, or was it just from the hard work?

Just to check, has any of my strength come back?


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

STR Check: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24
Con Check: 1d20 ⇒ 12

Aghon, seriously concerned for Tilly and Sandara, wants to make sure that nobody on his work team gets in trouble, so he pours himself into his work, ignoring the sweat and straining muscles. Whenever occasion presents itself, he uses his magic to create both fresh drinking water, and ice to cool it off for he and his workmates to drink.

I reset spells, as we've had another night into day swing. Prepped a bunch of battle spells. Not sure why. If they don't come in handy so be it, I can always spontaneously change them to heal spells if need be. I used up 5 of my 7 icicles for the day to go along with my idea of creating iced water for Aghon's work crew to drink.


The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:


Just to check, has any of my strength come back?

Knew I'd forgotten something besides the damned parrot in my recent posts! Let's assume that while Sandara looked after Jack and Tilly, she also performed long-term care on Jordan and Vincent as well.

Secret GM Rolls:

Sandara Long-Term Care (Tilly): 1d20 + 6 ⇒ (3) + 6 = 9
Sandara Long-Term Care (Jordan): 1d20 + 6 ⇒ (2) + 6 = 8
Sandara Long-Term Care (Vincent): 1d20 + 6 ⇒ (10) + 6 = 16
Sandara lesser restoration (Tilly): 1d4 ⇒ 2
Sandara lesser restoration (PC): 1d4 ⇒ 4

From natural healing/Sandara's long-term care overnight, Jordan regains 1 point of Strength and Vincent regains 2. Sandara prayed for a couple of lesser restoration spells, one of which she uses on Tilly, and the other she can use on a weakened PC. Since Vincent's actually working in the bilges with her, he'd probably be the recipient, but if he'd like to have her use it on Jordan instead (or even on Tilly, for that matter), something could be worked out.

EDIT: I'm going to rule that Aghon's use of spells grants those working the bilges a +2 circumstance bonus to their Fort saves against fatigue.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None
GM Piratey Steve wrote:
EDIT: I'm going to rule that Aghon's use of spells grants those working the bilges a +2 circumstance bonus to their Fort saves against fatigue.

Thanks! :)


The Man's Promise | Ship Actions | Current Battle Map

Day 14: The Wormwood

Aghon's spells help make working the bilges bearable, and none of the four workers seems likely to become fatigued from the tough work, although Tilly--magically weakened by a double-whammy from the two hags the previous day--struggles to accomplish the task in her weakened condition.

While it's not unusual for Scourge or one of his cronies to check in while his swabbies work, the bosun/disciplinarian opens the trapdoor four separate times during the day to check in; he seems particularly interested in seeing the women suffer through the hard work. During his second visit he throws a particularly nasty smile Tilly's way and says he looks forward to seeing her strapped to the whipping pole at Bloody Hour that night.

Vincent's kindness to the bard bears fruit: Tilly quietly informs her workmates that she has a magical ability that she's kept secret from most of the crew: she can sing a quick little ditty that removes fatigue from the listener. "If any of yas ever need a quick refresher, just let me know."

Culder, Jarvis, and Jordan Only:

While doing your day jobs on and above the maindeck, you witness a couple of troubling signs. Aretta Bansion is taking every free moment she has to complain and bad-mouth Aghon and Culder to the crew; fortunately, the only crewmates who seem to pay her any heed are fat Fipps Chumlett and (to a lesser degree) Syl Lonegan. You also overhear Scourge badmouthing Sandara Quinn for letting Jack perish; his words seem to gain more traction than Aretta's, but it's hard to tell if folks are truly buying what the bosun's selling or acting agreeable to avoid getting on his bad side.

Vincent Only:

It suddenly occurs to you that there are quite a few old crates stashed in the corners of the bilges. Between the hard work and the rat-hunting and battling, you've never bothered to check them for anything useful or valuable. Perhaps you can mention it to the others or use a Sneak or Shirk action next time you're assigned to the bilges.

Aghon Only:

I missed your Perception check DC but didn't want you to be the only player who didn't get a spoiler. :)

Secret GM Rolls:

Culder Perception check: 1d20 + 6 ⇒ (14) + 6 = 20
Jarvis Perception check: 1d20 + 7 ⇒ (15) + 7 = 22
Jordan Perception check: 1d20 + 6 ⇒ (20) + 6 = 26
Aghon Perception check: 1d20 + 4 ⇒ (10) + 4 = 14
Vincent Perception check: 1d20 + 1 ⇒ (17) + 1 = 18


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

At some point, Jordan positions himself near Aretta, enough to hear her words. Pulling out a whetstone, he begins sharpening the harpoon he'd been using earlier, making sure it's got a good edge on it. When he's heard enough, he stands, and moves past Aretta, but stops and speaks.

"Seems to me the only thing to be upset with Aghon about is he put the teeth back in your head so's you could talk," he says, his eyes narrowing. Having caught her attention, Jordan pulls a loose thread from his shirt. "You'd best be careful how you use those teeth, if you wish to keep them," Jordan adds. The harpoon in his hands wasn't being held in a threatening manner, but it was clear he knew how to use it.

"Give him reason to, Culder might decide to take'em out again. Remember, those were given back to you on the promise we start acting like a crew. They're doing their part. Time you start doing yours." Not seeming to pay attention if she should react, Jordan takes the loose thread he'd been toying with in his hands and uses it to test the sharpness of his harpoon, and seems satisfied.

"Nothing like a good edge," he says, grinning at Aretta before walking away. At least, his mouth was grinning. His eyes were anything but.

Intimidate: 1d20 + 6 ⇒ (16) + 6 = 22


The Man's Promise | Ship Actions | Current Battle Map

Day 14: The Wormwood

Aretta is at least temporarily silenced by Jordan's threats. While the cook's mate gets the impression that the pirate woman will shut her yap for now, she's likely beyond recruiting to 'your side' at this point. Jordan also gets the sense that the woman's growing desperate for allies...and cornered, desperate creatures sometimes strike out.

Still waiting on who gets Sandara's second lesser restoration spell (she can prepare more for tomorrow). Also, I seem to be coming down with an illness (no place like a doctor's office for meeting all sorts of interesting and contagious people!), so if I fall silent for a day or three...that's what's happened.


The Man's Promise | Ship Actions | Current Battle Map

Day 14: The Wormwood

Seeing how badly Tilly's struggling in the bilges, Sandara uses her second lesser restoration spell on the pirate bard. The move pays off: Tilly's performance the rest of the day is strong enough to help her avoid a whipping at Bloody Hour.

Night 14: The Wormwood

After supper, a handful of pirates retires to the crew's quarters to get a jump on their night's sleep: Aretta, Fipps, and Giffer. Everyone else stays up on deck, drinking, gambling, singing, or just enjoying the cool night breeze.

Please post your Nighttime Action(s).


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

"Giffer on 'er lonesome with Aretta 'n' Fipps? That ain' good..." Culder quietly confides to Jordan and Jarvis, "Imma head down 'n' keep a eye on 'em."

Following the others, he heads down to the crew quarters and sits on the closest hammock to Giffer.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis nods as Culder lets him in on his plan. I'll do what I can up here to keep people distracted. I'll tell them about some of our adventures on the island.

As Culder heads down, Jarvis steps up on a box on the deck and coughs slightly to get the attention of the crew.

Avast ye lubbers and bilgers alike! Gather round and here the tale of the Spiders and the Hag. There we were, ashore on a desert island.... Jarvis launches into a sing-song recollection of their adventures. He leaves out the magical parts of the treasure, and really does up the derring-do of Jordan climbing trees and the hideousness of the Graverobber. He doesn't give much in the way of detail around Culder's efficacy with his oar. As the tale wraps, he decides to end it all with a harrowing tale of intrepid adventurers squaring against a loathsome hag and the magical maladies she inflicted.

Perform: 1d20 + 9 ⇒ (19) + 9 = 28


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"I'll be right behind you," Jordan says. "Not that I expect you'll need my help, but an extra set of eyes won't hurt."

Jordan waits a few minutes after Culder leaves. Once he's satisfied no one's paying him too much mind, he heads towards the crew quarters, doing his best to avoid attracting attention.

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25

I'd like to just hang about in the shadows of the crew quarters without being seen. If that's not possible, probably just hang about near the top of the stairs, and try and listen for a bit. Actually, if I can take my 20 on perception for this, that would be swell. Total for perception would then be 26.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

If it goes south down there, holler up, I've got some spells might be able to give you and Culder the upper hand. Aghon whispers before Jordan leaves, then after watching Jordan sneak down into the hold, he slowly makes his way to the top of the stairs so he can listen. While Jarvis sings and dances drawing everyone's attention, Aghon elbows one of the pirates next to him, and, smiling, says, That's me he's talking about, then winks.


The Man's Promise | Ship Actions | Current Battle Map

Night 14: The Wormwood

Up on deck, Jarvis enthralls his fellow sailors with his tale of adventure on the small island (see below for boon); most everyone compliments him afterward on his performance.

Meanwhile, in the crew's quarters, Giffer's happy to see Culder join her and asks how Owlbear and his new parrot are getting along. Aretta and Fipps are close enough to have overheard but make no immediate move to report this bit of trivia to Scourge or anyone else. Jordan sees this all take place from his position in the shadows, for what it's worth.

Although Aghon was fairly sure there was a human pirate at his side when Jarvis started his performance, when he goes to elbow that person it's instead the gnome dandy Conchobhar who's standing there, and the friendly elbow catches him in the head. He curses out the cleric briefly, ending his mini-rant with the comment, "Geez--maybe Aretta's right about you!"

Jarvis's Entertain Action:

Entertain: If you succeed on a DC 20 Perform check of any kind you gain a +2 circumstance bonus on all Charisma-based skill checks made to interact with any listener among the crew for the next 24 hours. This excludes Giffer, Aretta, and Fipps who were belowdeck.

Secret GM Rolls:

Who Did Aghon Elbow?: 2d20 ⇒ (9, 14) = 23
Sure 'nuff--the one other pirate who he's already made Hostile toward him! :)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Once he's satisfied that Aretta and Fipps aren't causing any trouble, Jordan will go to sleep himself, tired from the days work.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

vincent will retire for the night, not being a crowd person and not wishing to cause trouble yet, before he goes to sleep though he will casually point at Aghon, Culder, Jarvis, and Banner and cast message several times and say "remember there is a ratling aboard the ship, and they love to pick up magical items, so keep watch over your trinkets" with that he will retire and take some string and tie the wand of identification to the inside of his arm so that someone has to to touch him to remove it.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Confident that Giffer isn't in danger and isn't alone, Culder heads up for the stairs to the officer's quarters. "Ev'nin' Leroy," he says with a smile when he finds Owlbear, "how's th'new friend workin' out?"


The Man's Promise | Ship Actions | Current Battle Map

Night 14: The Wormwood

Leroy "Owlbear" Hartshorn's grin splits his massive head when the Captain checks in on him and his newest pet. "Pooped on my arm!" the big fellow giggles childishly. "Other than that, he's great! Thank you, and thank little Greenie Giffer, too! Squawkybeak's much softer than them crabs an' don't die when kept outta water!"

Owlbear's attitude updated to Helpful on Campaign Tab.


The Man's Promise | Ship Actions | Current Battle Map

Day 15: The Wormwood

A quiet night passes without incident and another typically warm tropical morning dawns, humid but not oppressive. Overnight, Sandara Quinn tended to those affected by the sea hag's strength-depleting magic, and Tilly quietly uses her fatigue-eliminating bardic performance to reinvigorate the sleep-deprived redhead. Scourge is his usually cuddly self, again assigning bilge duty to those in his doghouse: Aghon, Vincent, Sandara, and Tilly. "Back to the bilges with the rest o' the rats!" he snarls at the foursome before grabbing Sandara and ordering her to use her magic to fix Aretta Bansion's lingering Strength damage from her encounter with the first hag.

Culder finds himself under some unusually unfriendly scrutiny from Plugg as the First Mate assigns him and Maheem tough work hoisting and lowering the sails.

Sandara does a good job of long-term care: Jordan and Vincent (and the two affected NPCs) regain 2 points of Strength damage.

DAILY TASKS

Aghon & Vincent:

Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Co-Workers (3): Aghon or Vincent, Sandara Quinn, Tilly Brackett.

Although they hate the work itself, the Besmaran cleric and pirate bard seem happy enough with the company in the bilges. Sandara has one more lesser restoration spell prepared, if anyone's interested. She says she's considering a quick sneak visit to the galley to use it on Banner.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Culder:

Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) check or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Co-Worker: Maheem

Maheem is back to his usual gruff and quiet self.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Jarvis:

Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
Co-Worker: Tam "Narwhal" Tate.

The dwarf is surly. He comments that your friend Stew-Boy's turtle soup yesterday was horrible and that both Kroop and his mate deserved whippings for it.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Jordan:

Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.
Co-Workers (2): Fishguts is present and drunk; Cut-Throat Grok checks in and drinks from time to time as well. She says that she hears that the Captain will be awarding the crew a share of the treasure found on the small island by the new meat after Bloody Hour that night.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Secret GM Rolls:

Sandara Heal check (Jordan): 1d20 + 7 ⇒ (16) + 7 = 23
Sandara Heal check (Vincent): 1d20 + 7 ⇒ (17) + 7 = 24
Sandara Heal check (Tilly): 1d20 + 7 ⇒ (18) + 7 = 25
Sandara Heal check (Aretta): 1d20 + 7 ⇒ (16) + 7 = 23
Sandara lesser restoration (Aretta): 1d4 ⇒ 4


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Aye, I'm not much a turtle souper myself. I've always been the bean stew and bread type. That or a nice roasted fish, yeah? As for deserving whippings, maybe. But really, if we whip 'em, we'll all suffer while they recover and someone else 'cooks' for us. Jarvis says as he works at the ropes.

Ye know that Aretta is far from a good shippie, neh? She's trying to get us all fighting for some reason or the other. Almost like she doesn't want to get any booty or succeed at taking another ship. Attitude like that.

Trying to shift Narwhal a bit. Even a touch.

Sailor: 1d20 + 5 ⇒ (7) + 5 = 12
Diplomacy (Narwhal): 1d20 + 11 ⇒ (14) + 11 = 25


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"It'd be nice to get to keep some of the gold we found," Jordan responds. "I don't mind giving some of it up for rent for the Captain's hospitality, but a little pocket change goes a long way."

Jordan will spend the day drinking with Kroop and Grok. Sometime during it, he'll ask them both how they came to be officers on the Wormwood (and will also try and get a more clear idea of the pecking order of the ships officers).


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

STR Check: 1d20 + 1 + 4 ⇒ (11) + 1 + 4 = 16
Con Check: 1d20 ⇒ 3

Aghon works hard all day and pays the price by exhaustion when the work is done.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

STR: 1d20 - 1 ⇒ (16) - 1 = 15
CON: 1d20 + 1 ⇒ (4) + 1 = 5
Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15

Vincent puts in a good days work, but unfortunately while the island may have seemed to make him stronger, it did nothing for his endurance, and soon becomes tired after the work is done. He also attempts to influence tilly one more time just to make sure they're on good terms, or at least neutral terms.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Con: 1d20 + 2 ⇒ (17) + 2 = 19
prof:sailor (diligent): 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11

"Wha's th'madder, Plugg," Culder asks as the First Mate scrutinizes his work, "worried I mus' be cheatin' at my work 'cause its done so much beddar then when mos' o' these bilge rats do it?"


The Man's Promise | Ship Actions | Current Battle Map

Day 15: The Wormwood

A second day in the bilges proves exhausting for Aghon, Vincent, and Sandara (who sneaks off briefly to cast a lesser restoration spell on Jordan). Scourge is apparently busy elsewhere this day, only popping his head through the trapdoor in the ceiling once to check on the workers below. When the ship's bell sounds, Tilly quickly sings a brief but uplifting song that magically removes the day's fatigue from her three co-workers.

****************************

In the galley, Kroop and Grok give Banner a run-down of the ship's hierarchy and cliques. Captain Harrigan, of course, runs the ship with an iron first. Next in command is Plugg, the First Mate. Although Grok technically ought to be the third most powerful officer as quartermaster, that's not the case: Peppery Longfarthing, an old friend of Harrigan's is the captain's closest advisor. The master gunner, Riaris Krine's probably the next most powerful and/or respected. Scourge the bosun, and his hated whip, likely come next. His bootlickers, Kipper and Patch Patchsalt--along with the surgeon and carpenter (Habbly "Stitchman" Quarne) and Grok make up the next tier. Lowest on the totem pole are Fishguts and the captain's rarely-seen cabin girl, "Caulky" Tarroon.

(Caulky's rarely seen by the others on the ship, but she always samples the ship's food in the galley before any is taken to Captain Harrigan or the other officers.)

Sandara stops in briefly to join the chat and cast a lesser restoration spell on Jordan (3 more Str healed).

****************************

In the rigging, Jarvis manages to break through enough with the ship's lone dwarf to have Narwhal ask what other ships the halfling's served aboard over the years. Plugg glares at Culder and says, "Ye should've asked me before givin' Owlbear Gruft's parrot. The lug ain't earned no rewards so don't be givin' him any, understood?"

***************************

Night 15: The Wormwood

Those who have been paying attention (or at least listened to the whispers of others who had) realize the Wormwood has been sailing south and has passed into the wide open waters of the Fever Sea. A disappointed Scourge announces there'll be no whippings this evening, though a couple of pirates (the gnomes Giffer and Conchobhar) are so tired from their day's labors that they retire immediately after supper. The rest of the crew chat, gamble, and sing up on deck.

Post your Nighttime Action(s) please. Hopefully I'll be able to address them tomorrow, but Friday appears more likely.

Secret GM Rolls:

Aghon Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Vincent Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Sandara Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Tilly Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Tilly Perform (sing): 1d20 + 7 ⇒ (10) + 7 = 17
Sandara lesser restoration: 1d4 ⇒ 3


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan looks around to see what officers (besides Plugg, Scourge, Grok, and Kroop) are around. It seems pretty standard that the majority of the officers don't like to mix with the swabs, but he's hopeful one will make an appearance.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis opts for an early evening, tired from lugging ropes all day.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder spends some time on deck with the crew. He makes an effort not to be a miserable b@stard in the hopes that some more of the crew might start to think of him more as one of them. He gambles away a few copper pieces and even sings along briefly with part of one of his favorite shanties. The first time a large group turns in he heads below deck with them to do the same.

could I use craft[alchemy] to brew simple wine/mead/hooch?


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon spends more than his normal amount of time in prayer after evening meal. Finding as quiet a corner of the hold as he can, he kneels and supplicates, sometimes silent, sometimes mumbling, always fervent. When he gets up from his prayers he goes immediately to his hammock and wordlessly works on falling asleep.

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